Figure 1 - uploaded by Tomasz Mazuryk
Content may be subject to copyright.
Source publication
Virtual Reality (VR), sometimes called Virtual Environments (VE) has drawn much attention in the last few years. Extensive media coverage causes this interest to grow rapidly. Very few people, however, really know what VR is, what its basic principles and its open problems are. In this paper a historical overview of virtual reality is presented, ba...
Context in source publication
Context 1
... applied as a teleoperating and collaborative medium, and of course in the entertainment area. For a long time people have been gathering a great amount of various data. The management of megabytes or even gigabytes of information is no easy task. In order to make the full use of it, special visualization techniques were developed. Their goal is to make the data perceptible and easily accessible for humans. Desktop computers equipped with visualization packages and simple interface devices are far from being an optimal solution for data presentation and manipulation. Virtual reality promises a more intuitive way of interaction. The first attempts to apply VR as a visualization tool were architectural walkthrough systems. The pioneering works in this field were done at the University of North Carolina beginning after year 1986 [Broo86], with the new system generations developed constantly [Broo92b]. Many other research groups created impressive applications as well – just to mention the visualization of St. Peter Basilica at the Vatican presented at the Virtual Reality World ’ 95 congress in Stuttgart or commercial Virtual Kitchen design tool. What is so fantastic about VR to make it superior to a standard computer graphics? The feeling of presence and the sense of space in a virtual building, which cannot be reached even by the most realistic still pictures or animations. One can watch it and perceive it under different lighting conditions just like real facilities. One can even walk through non-existent houses – the destroyed ones (see fig. 1.3.2.1) like e.g., the Frauenkirche in Dresden, or ones not even created yet. Another discipline where VR is also very useful is scientific visualization. The navigation through the huge amount of data visualized in three-dimensional space is almost as easy as walking. An impressive example of such an application is the Virtual Wind Tunnel [Brys93f, Brys93g] developed at the NASA Ames Research Center. Using this program the scientists have the possibility to use a data glove to input and manipulate the streams of virtual smoke in the airflow around a digital model of an airplane or space-shuttle. Moving around (using a BOOM display technology) they can watch and analyze the dynamic behavior of airflow and easily find the areas of instability (see fig. 1.3.2.2). The advantages of such a visualization system are convincing – it is clear that using this technology, the design process of complicated shapes of e.g., an aircraft, does not require the building of expensive wooden models any more. It makes the design phase much shorter and cheaper. The success of NASA Ames encouraged the other companies to build similar installations – at Eurographics ’ 95 Volkswagen in cooperation with the German Fraunhofer Institute presented a prototype of a virtual wind tunnel for exploration of airflow around car bodies. Other disciplines of scientific visualization that have also profited of virtual reality include visualization of chemical molecules (see fig. 1.3.2.3), the digital terrain data of Mars surface [Hitc93] etc. Augmented reality (see fig. 1.3.2.4) offers the enhancement of human perception and was applied as a virtual user ’ s guide to help completing some tasks: from the easy ones like laser printer maintenance [Brys92c] to really complex ones like a technician guide in building a wiring harness that forms part of an airplane ’ s electrical system [Caud92]. An other example of augmented reality application was developed at the UNC: its goal was to enhance a doctor ’ s view with ultrasonic vision to enable him/her to gaze directly into the patient ’ s body [Baju92]. In modeling virtual reality offers the possibility of watching in real-time and in real-space what the modeled object will look like. Just a few prominent examples: developed at the Fraunhofer Institute Virtual Design (see fig. 1.3.3.1) or mentioned already before Virtual Kitchen – tools for interior designers who can visualize their sketches. They can change colors, textures and positions of objects, observing instantaneously how the whole surrounding would look like. VR was also successfully applied to the modeling of surfaces [Brys92b, Butt92, Kame93]. The advantage of this technology is that the user can see and even feel the shaped surface under his/her fingertips. Although these works are pure laboratory experiments, it is to believe that great applications are possible in industry e.g., by constructing or improving car or aircraft body shapes directly in the virtual wind tunnel! The use of flight simulators has a long history and we can consider them as the precursors of today ’ s VR. First such applications were reported in late 1950s [Holl95], and were constantly improved in many research institutes mainly for the military purposes [Vinc93]. Nowadays they are used by many civil companies as well, because they offer lower operating costs than the real aircraft flight training and they are much safer (see fig. 1.3.4.1). In other disciplines where training is necessary, simulations have also offered big benefits. Therefore they were prosperously applied for determining the efficiency of virtual reality training of astronauts by performing hazardous tasks in the space [Cate95]. Another applications that allow training of medicine students in performing endosurgery [McGo94], operations of the eye [Hunt93, Sinc94] and of the leg [Piep93] were proposed in recent years (see fig. 1.3.4.2). And finally a virtual baseball coach [Ande93] has a big potential to be used in training and in entertainment as well. One can say that virtual reality established itself in many disciplines of human activities, as a medium that allows easier perception of data or natural phenomena appearance. Therefore the education purposes seem to be the most natural ones. The intuitive presentation of construction rules (virtual Lego-set), visiting a virtual museum, virtual painting studio or virtual music playing [Loef95, Schr95] are just a few examples of possible applications. And finally thanks to the enhanced user interface with broader input and output channels, VR allows people with disabilities to use computers [Trev94, Schr95]. Although the goal of telerobotics is autonomous operation, a supervising human operator is still required in most of cases [Bola93]. Telepresence is a technology that allows people to operate in remote environments by means of VR user interfaces (see fig. 1.3.5.1 and 1.3.5.2). In many cases this form of remote control is the only possibility: the distant environment may be hazardous to human health or life, and no other technology supports such a high level of dexterity of operation. Figure 1.3.5.2 presents an example of master and slave parts of a teleoperating system. The nanomanipulator project [Tayl93] shows a different aspect of telepresence – operating in environment, remote in terms of scale. This system that uses a HMD and force-feedback manipulation allows a scientist to see a microscope view, feel and manipulate the surface of the sample. As the same category, the mentioned already before eye surgery system [Hunt93], might be considered: beyond its training capabilities and remote operation, it offers the scaling of movements (by factor 1 to 100) for precise surgery. In fact it may be also called a centimanipulator. Network based, shared virtual environments are likely to ease the collaboration between remote users. The higher bandwidth of information passing may be used for cooperative working. The big potential of applications in this field, has been noticed and multi-user VR becomes the focus of many research programs like NPSNET [Mace94, Mace95b], AVIARY [Snow94a] and others [Fahl93, Giga93b, Goss94]. Although these projects are very promising, their realistic value will be determined in practice. Some practical applications, however, already do exist – just to mention a collaborative CO-CAD desktop system [Gisi94] that enables a group of engineers to work together within a shared virtual workspace. Other significant examples of distributed VR systems are training applications: in inspection of hazardous area by multiple soldiers [Stan94] or in performing complex tasks in open space by astronauts [Cate95, Loft95]. Constantly decreasing prices and constantly growing power of hardware has finally brought VR to the masses – it has found application in the entertainment. In last years W-Industry has successfully brought to the market networked multi-player game systems (see fig. 1.3.7.1). Beside these complicated installations, the market for home entertainment is rapidly expanding. Video game vendors like SEGA and Nintendo sell simple VR games, and there is also an increasing variety of low-cost PC-based VR devices. Prominent examples include the Insidetrak (a simplified PC version of the Polhemus Fastrak), i-glasses! (a low cost see-through HMD) or Mattel PowerGlove. Virtual reality recently went to Hollywood – Facial Waldo TM and VActor systems developed by SimGraphics allow to “ sample any emotion on an actor ’ s face and instantaneously transfer it onto the face of any cartoon character ” [Dysa94]. The application field is enormous: VActor system has been used to create commercial impressive videos with ultra low cost: USD10 a second, where the today ’ s industry standard is USD1,000 a second. Moreover, it may be used in live presentations, and might be also extended to simulate body movements. VR requires more resources than standard desktop systems do. Additional input and output hardware devices and special drivers for them are needed for enhanced user interaction. But we have to keep in mind that extra hardware will not create an immersive VR system. Special considerations by making a project of such systems and special software [Zyda93b] are also required. First, let us have a short look at the basic components of VR immersive ...
Citations
... A crucial In-World NPC: Analysing Artificial Intelligence Precision in Virtual Reality Settings By advancing our understanding of AI accuracy in VR, this study contributes to the broader goal of creating more immersive and interactive virtual experiences. Whether used for gaming, education, training, or therapeutic purposes, accurate and realistic NPCs are essential for maximizing the potential of VR technology [26], [27], [28], [29]. Through this study, we aim to support the ongoing evolution of VR and help realize its full potential as a transformative medium. ...
This study investigates the accuracy and performance of artificial intelligence (AI)-driven non-player characters (NPC) in a virtual classroom environment, focusing on an educational simulation scenario. By employing a mixed-methods approach that combines quantitative data from controlled experiments and qualitative insights from user feedback, the research aims to provide a comprehensive evaluation of NPC behavior. The findings indicate that NPC demonstrated a high decision-making accuracy rate of 87%, with solid behavioral consistency and generally fast response times averaging 1.2 seconds. However, challenges were noted in handling complex queries and maintaining consistency in dynamic scenarios. Factors influencing NPC performance included the complexity of user interactions, the environmental context, and the limitations of AI algorithms. Overall user satisfaction was high, with participants appreciating NPC realism, responsiveness, and engagement. A comparative analysis of AI techniques revealed that while rule-based systems were efficient and predictable, machine learning models offered superior adaptability and contextual understanding, albeit at the cost of higher computational demands. The study concludes that enhancing AI capabilities, optimising computational resources, and incorporating adaptive learning algorithms can improve NPC performance. These insights provide valuable guidance for future developments in AI-driven NPC, aiming to create more immersive and compelling virtual educational environments.
... 1989 yılında Fake Space Labs göz delikleriyle görülebilen iki ekrana sahip küçük bir kutu olan BOOM'u piyasaya sürmüştür. 1990'ların başında NASA Ames tarafından geliştirilen ve BOOM ile DataGlove'u teknolojilerini içeren Sanal Rüzgâr Tüneli akış alanlarını gözlemlemek ve araştırmak için kullanılmıştır (Mazuryk ve Gervautz, 1999 İlk VR Destekli Oyun Konsollarının Piyasaya Sürülüşü ve VR'ın Düşüşü (1990Düşüşü ( -2012 1990'lı yılların başından itibaren VR simülasyonlarının birkaç atari oyununda yer almaya başladığı görülmektedir. 1993 yılında Sega şirketi Sega Genesis oyun konsolu için bir VR başlığı prototipini üretmiştir. ...
... Bu teorilerin tartışmalı olduğu ve siber rahatsızlığın sebeplerini belirlemek için daha fazla çalışma yapılması gerektiği belirtilmektedir (LaViola, 2000). VR sistemlerdeki donanım kusurları sebebiyle insan duyusuna mükemmel uyaranlar sağlayabilir bu durumun hastalık hissini oluşturabileceği bir başka görüştür (Mazuryk ve Gervautz, 1999). Siber rahatsızlığa yönelik önerilen çözümler arasında yüksek kaliteli, rahat sanal gerçeklik başlıklarının kullanılması ve üç boyutlu ortamlarda nesnelerin görsel karmaşıklığının en aza indirilmesi vardır (Browning vd., 2020a). ...
Sanal gerçeklik (VR) teknolojileri, günümüzde kullanım alanı hızla genişleyen yenilikçi teknolojiler arasında yer almaktadır. Geleneksel uygulamaların ötesine geçerek, özellikle turizm ve rekreasyon sektörlerinde farklı amaçlarla kullanılmaya başlanmış olan VR, devrim niteliğinde değişimlere yol açmaktadır. Geçmişten günümüze sanal gerçeklik teknolojileri, sürekli evrim geçirerek daha sofistike ve kullanıcı dostu özellikler kazanmış, böylece hem bireysel kullanıcılar hem de endüstri profesyonelleri için daha erişilebilir hale gelmiştir. Sanal gerçeklik alanında gerçekleşen her bir teknolojik gelişme, turizm ve rekreasyon araştırmacılarına ve uygulama geliştiricilere yeni fırsatlar sunmuş, bu alanlarda yenilikçi çözümler geliştirilmesine zemin hazırlamıştır. Özellikle gelişen teknoloji ile birlikte, VR uygulamaları öncelikle oyun ve eğlence sektöründe önemli bir değişim yaratmıştır. Bu değişim, sadece oyun deneyimini zenginleştirmekle kalmamış, aynı zamanda kullanıcıların eğlence ve boş zaman tercihlerini de köklü bir şekilde değiştirmiştir. Geleneksel oyun konsolları ve bilgisayar tabanlı oyunlardan farklı olarak, sanal gerçekliğin sağladığı var olma hissi, kullanıcıların oyun deneyimini derinleştirerek daha etkileşimli ve sarmalayıcı bir ortam sunmuştur. Sanal gerçekliğin kullanıcıya sunduğu bu benzersiz deneyimler, turizm ve rekreasyon alanında faaliyet gösteren işletmelerin ve bu alanda çalışan araştırmacıların ilgisini çekmiştir. Buna paralel olarak VR’nin potansiyeli sadece eğlence sektörü ile sınırlı kalmayarak, turizm eğitimi, sağlık, turizm pazarlaması ve rekreasyon gibi çeşitli alanlarda da etkin bir şekilde kullanılmaya başlanmıştır. Bu kitap bölümünde, öncelikle sanal gerçeklik teknolojisinin temel tanımı yapılmıştır ve yıllar içerisinde bu teknolojinin nasıl bir değişim ve gelişim sürecinden geçtiği detaylı bir şekilde ele alınmıştır. Ardından, sanal gerçeklik teknolojisinin farklı türleri ve bu türlerin birbirlerinden nasıl ayrıldığı üzerinde durulmuştur. Turizm ve rekreasyon alanlarında VR teknolojilerinin hangi amaçlarla kullanıldığına dair kapsamlı örnekler sunularak, bu teknolojilerin sektöre olan katkıları somut bir şekilde gösterilmiştir. Son olarak araştırmacılar ve sanal gerçeklik uygulama geliştiricileri için VR uygulamalarını tasarlarken ve kullanırken ihtiyaç duyabilecekleri araçlar, karşılaşabilecekleri potansiyel problemler ve VR kullanımında dikkat edilmesi gereken önemli hususlar hakkında kapsamlı bilgiler verilmiştir.
... As an umbrella term for various immersive technologies, extended reality blends the physical and virtual worlds, allowing people to live, work, learn, play, and engage in activities within these interconnected environments with varying degrees of immersion [44][45][46][47][48]. Driven by human curiosity, imagination, and the need for immersive technologies, the concept and development of extended reality have evolved through successive generations of progress. The concept and imagination of simulated reality, initially emerging as fiction [22], evolved into the early development of virtual reality technologies [23] and, later, the metaverse [24]. With these different forms of extended reality, Milgram [25] developed a taxonomy of the virtuality continuum for mixed reality, which spans from real environments to fully virtual environments. ...
... The trend over the past years, specifically, five years, indicates a noticeable increase in attention and investment in research in AI-supported multimodal extended reality. While versions of extended reality technologies are not new and have been around for generations [22][23][24], the integration of transformer-based AI (i.e., LLM, VLM) and advanced technologies for multimodal enhancement represents a more recent innovation. This surge in attention and investment is possibly further fueled by the global pandemic, which has highlighted the importance of remote immersive technologies, as well as by technological advancements driven by the commercial sector. ...
Advanced technologies have had a transformative impact on education. In this paper, we explored the current status and future outlook of the use of AI-supported multimodal extended reality for human performance. Using a systematic scoping review design and a machine learning-based semi-automatic approach supplemented by pattern review, we derived several insights into AI-supported multimodal extended reality for human performance. Text mining and topic modeling revealed an optimal twenty-six topics from the included studies. These classifications are salient in the extended reality technologies used (i.e., virtual and augmented reality), the multimodal techniques involved (i.e., haptic, eye, and brain tracking), and the AI leveraged (i.e., machine learning accuracy). Through pattern review, we distilled topical patterns on 1) Goals and Outcomes of AI-supported Multimodal Extended Reality for Human Performance; 2) Disentangling the Dynamics of User Interactions in Virtual Environments with Multimodal Strategies; 3) Synergistic Multimodality with Emerging AI Technologies Using Machine Learning, LLMs, and VLMs; 4) Fostering Engaging, Interactive and Immersive Human Experiences through Ambient Intelligence. These nuanced details in AI-supported multimodal extended reality are emerging, yet not established enough to be classified through text mining and topic modeling. We discussed the implications of these findings for AI-supported multimodal extended reality for human performance in future research and practice.
... VR, also known as a virtual environment, originated in the United States in the 1960s. In the decades since its inception, VR has played a significant role in enhancing educational and entertainment experiences [16]. Conceptually, VR traces its roots back to the popularity of panoramas in Europe during the 19th century, according to Nedelcu [17]. ...
Museums increasingly rely on cutting-edge digital technologies to attract visitors. Understanding the intricate factors influencing user acceptance of these technologies is, however, crucial for their effective use. This study therefore proposes a model, grounded in the technology acceptance model, to investigate user acceptance of online virtual reality (VR) museum exhibitions. Leveraging the online VR exhibition at Liangzhu Museum as a case study, data were collected from 313 participants and analyzed using partial least squares structural equation modeling (PLS-SEM) with Smart PLS. Semi-structured interviews with 15 individuals were conducted to complement the quantitative findings. The results reveal that factors such as interactivity, immersion, and presence positively influenced users’ intrinsic technological beliefs (perceived ease of use, perceived enjoyment, and perceived usefulness), ultimately affecting their willingness to use and intention to visit on-site. Notably, immersion had a direct positive effect on perceived usefulness. There is a pressing need to leverage digital and web technologies to cater to the increasingly complex and diverse needs of online visitors, and emphasizing navigational performance in online VR exhibitions is also paramount for enhancing the overall user experience.
... Si nos olvidamos del punto histórico y la forma en que las tecnologías evolucionaron de las tradicionales a las digitales, estamos dejando un abismo enorme. Creemos que estos hechos deben ser por lo menos mencionados para contextualizar históricamente a las tic, no solamente en la enseñanza de idiomas, sino en todas 1894 1920 1924 1927 1934 1960 1962 1963 1969 1976 1985 1987 1990 1996 1997 2003 2007 2012 Adopción tecnológica en enseñanza de idiomas Garfinkel, 1972;Gayosso, 2003;Howatt y Smith, 2014;InfoWorld, 1990;Internet Society, 1997;Levy, 1997;Mazuryk y Gervautz, 1999;Open Office, 2010;Piper, 1987;Schwienhorst, 2002;Stevenson, 2010; Suprema Corte de los EE. UU., 1943;Zhang, 2013;Zigiotto, 2008. ...
Las tecnologías están en nuestras vidas, en nuestras escuelas y universidades. Pero pocas veces reflexionamos sobre cómo llegaron ahí. Las damos por sentadas y poco nos interesa cómo se integraron. En la enseñanza de idiomas, esto no es la excepción. Las tecnologías están y las usamos, y no se repara en analizar su llegada y los cambios que traen. En este artículo tratamos de conocer la historia de las tecnologías en la enseñanza de idiomas. Se compara con el tiempo de concepción y de integración a la vida diaria. El objetivo es conocer cuándo se integraron las tecnologías a la disciplina, y su evolución al día de hoy. Esperamos permita discusiones internas respecto a qué se ha hecho en las instituciones propias, y saber si ha habido una concordancia entre adopción tecnológica en la disciplina e institución.
... The first known head-mounted, virtual reality display, nicknamed "the Sword of Damocles", was developed by Ivan Sutherland in 1968. Most notably, this early hardware allowed for the display to change perspective in the virtual world as the user moved his/her head (Mazuryk & Gervautz, 1999). Since then, the-head-mounted displays have gone through many iterations, including Thomas Furness' Visually Coupled Airborne Systems Simulator (VCASS), Virtual Visual Environment Display (VIVED), and recently Google Cardboard, and Oculus technologies. ...
Although virtual reality (VR) has been technologically possible for decades, both logistical and pedagogical limitations have slowed progress relating to collaborating with others in virtual reality environments. This article establishes a working framework, namely embodied social translucence, to illustrate VR-based collaborative learning through the theories of social translucence and embodied cognition. To help contextualize VR tools' abilities to facilitate collaborative learning, the authors analyze collaborative virtual reality studies and evaluate three current virtual reality platforms in terms of collaborative potential. They also provide recommended best practices for facilitating and designing collaborative virtual reality learning experiences.
... VR is a digital simulation of the physical world that entails three pillars: immersion, presence, and interaction 37,38 . As a distinctive pillar of VR, immersion varies depending on the simulation's detachment (from the physical world), sensory range, view range, and fidelity, resulting in a diverse system of desktop, fish tank, and immersive VR [39][40][41] . ...
... Immersive VR depicts a high-fidelity, sensory-rich experience detached from the physical world. The other two pillars, presence and interaction, are also prominent in immersive VR, especially when using HMDs 37,38,40 . While VR is a saturated technology for industry applications 3,41 , the contingency of immersion in VR system complexity determines the extent of its potential in real-life scenarios. ...
This research offers a pragmatic view on the adoption of Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) in designing the built environment. Participants from 20 U.S. states and beyond formed a non-probability sample representing small to mid-sized Architecture, Engineering, and Construction (AEC) firms. The author engaged 59 professional participants through a 26-question online questionnaire, informed by existing literature and reviewed by two industry experts. Three additional expert participants provided comprehensive insights via semi-structured interviews. Results highlight design visualization and client presentations as top AR, VR, and MR applications. Key benefits include improved design assessment, early error detection, and heightened client satisfaction. Design collaboration was less prominent than suggested by the literature. Notable challenges persist in first-time user adoption and cost factors of equipment and training. Thus, the cost-benefit balance drives the dominance of older, lower-end devices found in this study despite the availability of advanced, high-fidelity infrastructure.
... VR is a digital simulation of the physical world that entails three pillars: immersion, presence, and interaction 37,38 . As a distinctive pillar of VR, immersion varies depending on the simulation's detachment (from the physical world), sensory range, view range, and fidelity, resulting in a diverse system of desktop, fish tank, and immersive VR [39][40][41] . ...
... Immersive VR depicts a high-fidelity, sensory-rich experience detached from the physical world. The other two pillars, presence and interaction, are also prominent in immersive VR, especially when using HMDs 37,38,40 . While VR is a saturated technology for industry applications 3,41 , the contingency of immersion in VR system complexity determines the extent of its potential in real-life scenarios. ...
This research offers a pragmatic view on the adoption of Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) in designing the built environment. Participants from 20 U.S. states and beyond formed a non-probability sample representing small to mid-sized Architecture, Engineering, and Construction (AEC) firms. The author engaged 59 professional participants through a 26-question online questionnaire, informed by existing literature and reviewed by two industry experts. Three additional expert participants provided comprehensive insights via semi-structured interviews. Results highlight design visualization and client presentations as top AR, VR, and MR applications. Key benefits include improved design assessment, early error detection, and heightened client satisfaction. Design collaboration was less prominent than suggested by the literature. Notable challenges persist in first-time user adoption and cost factors of equipment and training. Thus, the cost-benefit balance drives the dominance of older, lower-end devices found in this study despite the availability of advanced, high-fidelity infrastructure.
... The position of Bienvenido et al. (2021) agrees with that of Doyle (2017) that the conceptual foundations for immersive interaction mixed with reality environments were laid in the twentieth century. However, Mazuryk and Gervautz (1996) trace the evolution of virtual reality to the 1960s. They state the development stages of virtual reality starting with Morton Heilig's Sensorama-a multi-sensory but non-interactor simulator. ...
... They state the development stages of virtual reality starting with Morton Heilig's Sensorama-a multi-sensory but non-interactor simulator. Other technological-assisted but artistic creations between the 1960s and 1990s that displayed virtual reality features included the Ultimate Display, the Sword of Damocles, Grope, Video Place, and Augmented Reality, among others (Mazuryk & Gervautz, 1996). ...
... Basically, virtual reality journalism depicts a fabricated scenario relived for viewers by journalists while 360-degree or immersive journalism represents factual video footage based on actual event or place (Hodgson, 2017). Laws and Utne (2019) agree with Mazuryk and Gervautz (1996), that every true virtual reality system must comprise what they call real-time interactive graphics with 3D models, that would induce or create the mirage of physical participation by the audience in an artificial environment; different from being a mere observer. ...
Technology now dictates the speed, direction, and designs of news packaging. The task is no longer how to assemble quality news but how to parcel such news to elicit the best appetite from the audience. From factual narratives in picturesque prose aimed at recreating events in the audience's minds, the latest innovation, 360-degree journalism, is an accelerated response to this challenge. This study set out to unveil and analyze the uniqueness of this phenomenon and discuss some ethical issues and challenges arising from it. It examined how immersive journalism can be ethically conducted and what issues should be resolved in the interest of the profession and the audience. Anchored on the Social Presence Theory, the study adopted the qualitative method of research, which enabled data collection from secondary sources. Findings revealed that immersive journalism has enjoyed global acceptance, but not without some challenges. A new area of research would be why using simulated or computer-generated images in storytelling deserves to be categorized as journalism—a profession that operates under strict normative boundaries.
... It has enormously impacted entertainment, arts and several research industries. Various virtual reality (VR) systems could influence human mental states and perceptions differently and affect social behaviour in the real world [16]. Recent technological developments have made HMDs more accurate and smaller, in several instances, hardly distinctive from regular glasses. ...
For several decades, it has been debated whether a distance compensation mechanism exists during audiovisual (AV) synchrony judgements, regardless of the vast difference between the speed of sound and light. Here we aimed to investigate the effect of stimulus distance on the human tolerance for (physical) asynchronies and broaden earlier findings with a state-of-the-art head-mounted display (HMD). In this study, we measured the point of subjective simultaneity (PSS) of visual and auditory stimuli in an indoor virtual environment (VE). The synchrony judgement method was used for 11 stimulus onset asynchronies (SOA) and six egocentric distances up to 30 m. In addition, to obtain higher validity of the dataset, we implemented in our data analysis the results from the previous studies of the egocentric distance perception and the AV hardware latency delay. Our findings displayed positive PSS values that increased with distance showing that in our VE, a distance compensation mechanism is taking its place. However, the gain was smaller than was expected for complete compensation for the slower speed of sound.