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FIVR

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==Introduction==
'''Full immersion virtual reality ''' (FIVR) is a virtual environment (VE) that perceptually surrounds the user, being almost or completely indistinguishable from the physical world, therefore increasing the sense of presence. Although it hasn’t been fully realized yet, there have been some developments in technology that have contributed to the final goal of FIVR. Head mounted displays (HMDs), haptic feedback, and motion sensing have all contributed to increase the sense of immersion in the VE. Speculations about the ultimate technological leap to a fully immersive VR involve nanotechnology, in an interface that connects the brain to a computer <ref name=”1”> Bailenson, J.N., Yee, N., Blascovich, J., Beall, A.C., Lundblad, N. and Jin, M. (2008). The use of immersive virtual reality in the learning sciences: digital transformations of teachers, students and social context. The Journal of the Learning Sciences, 17: 102-141</ref> <ref name=”2”> Pita, P. (2016). What is full dive virtual reality? Retrieved from http://www.virtualrealitytimes.com/2016/07/20/full-dive-virtual-reality/</ref> <ref name=”3”> Fuller, D. (2016). Solved, next stop: full immersion. Retrieved from http://www.androidheadlines.com/2016/05/tech-talk-vr-nausea-solved-next-stop-full-immersion.html</ref>.
==Immersion in virtual reality==
There have been progress in several areas that will converge to promote the development of a complete FIVR. Brain scan techniques will allow for the detection and analysis of thought patterns; full-body VR is being tried with the Virtuix Omni, a “virtual reality rig, which features 40 capacitive sensors in its base to track your every step and move your character inside a game.” This is combined with a headset for a richer experience in the virtual world <ref name=”9”></ref> <ref name=”10”> Flitman, S. S. (2000). Survey of brain imaging techniques with implications for nanomedicine. Eighth Foresight Conference on Molecular Nanotechnology, Bethesda, MD</ref> <ref name=”11”> Hamburguer, E. (2014). Full-body virtual reality is here, but try not to puke. Retrieved from http://www.theverge.com/2014/1/8/5289186/the-virtuix-omni-is-full-body-virtual-reality-but-try-not-to-puke</ref>. Another thing that needs improvement is computer processing speed, in order for a truly full immersive virtual experience to be generated <ref name=”8”></ref>.
 
While brain mapping studies allow for a greater understanding of the human nervous system, the development of alternative designs for computer chips - that are inspired by biological brains – will enhance artificial intelligence, blurring the boundary between silicon and biological systems <ref name=”12”> Humphries, C. (2014). Brain mapping. Retrieved from https://www.technologyreview.com/s/526501/brain-mapping/</ref> <ref name=”13”> Hof, R. D. (2014). Neuromorphic chips: Microprocessors configured more like brains than traditional chips could soon make computers far more astute about what’s going on around them. Retrieved from https://www.technologyreview.com/s/526506/neuromorphic-chips/</ref>. Brain-computer interfaces keep evolving, and it was possible, in a 2013 study, for humans to control other animals with thoughts alone <ref name=”7”></ref> <ref name=”14”> Anthony, S. (2013). Harvard creates brain-to-brain interface, allows humans to control other animals with thoughts alone. Retrieved from http://www.extremetech.com/extreme/162678-harvard-creates-brain-to-brain-interface-allows-humans-to-control-other-animals-with-thoughts-alone</ref>. This demonstrated that human thought can be correctly interpreted by a computer and, in this case, used to control a rat’s brain. Also, the experiment was non-invasive for both the human and the rat involved in the study, using instead focused ultrasound to transmit the control signals <ref name=”7”></ref>.
 
In 2015, another experiment used an EEG device (electroencephalogram) and advanced software to detect human thought, making it possible – by placing electrodes on the head and legs of a paraplegic man – for the subject to walk for the first time in years. The signals from the patient’s brain were detected, interpreted, and sent to his legs, bypassing the damaged spinal cord. The U.S. Defense Advanced Research Project Agency (DARPA) is investing in studies to develop “a high-resolution, wide-bandwidth intracranial electrode array for recording and stimulating brain activity.” This would be a minimally invasive device that can be compared to a brain modem, and a possible step to achieve a full dive experience <ref name=”7”></ref>.
 
Two Estonian researchers founded the Virtual Neuroscience Lab to develop ways to convince the human brain that the virtual environments that users experience are real, and elicit physical responses from them <ref name=”15”> Javelosa, J. (2016). Researchers are studying how they can achieve matrix-level immersion in virtual reality. Retrieved from https://futurism.com/researchers-studying-can-achieve-matrix-level-immersion-virtual-reality/</ref> <ref name=”16”> Durbin, J. (2016). European psychology lab working toward matrix-level VR immersion. Retrieved from http://uploadvr.com/this-european-lab-is-working-toward-matrix-level-vr-immersion-through-psychological-research/</ref>. They have created two methodologies to prove the potential of responses among test subjects. The first one is a gradual approach, in which subjects are exposed to stimuli like flashing screens or quick images that become more immersive as the study goes on. The goal is to find the minimal amount of input that elicits a physical response. The second methodology involves a series of experiments that cannot be repeated. For example, there was a study where they used a realistic virtual fire. The subject would hold one hand over the virtual flame and report any sensation. Most reported a feeling of increased heat on the hand, but the experiment could not be replicated because once the brain realizes it has been tricked, it will not work again <ref name=”15”></ref>.
 
In 2016, IBM did an alpha test for a virtual reality MMORPG called Sword Art Online: The Beginning. The VR gear included the Oculus Rift headset, the OVRVision and Leap Motion for hand movement detection, the MS Kinect 2 for detecting body movement, and special foot sensors that eliminated the need for controllers. It also used a 3D scanner to scan the players in order to create realistic avatars. This test can be considered to be as close as one can get to total immersion with current technology. Although there are no true FDVR games yet, this test is another step in making that aspiration real <ref name=”7”></ref>.
 
==Uses for FIVR==
 
The potential use of FIVR technology are limitless. They span different fields like leisure, training, healthcare, personal well-being, engineering, design, or media <ref name=”2”></ref> <ref name=”17”> Future Timeline. 2039: Full immersion virtual reality. Retrieved from http://www.futuretimeline.net/21stcentury/2039.htm#full_immersion_virtual_reality</ref>. For example, elder people can live experiences that are not available to them anymore due to their health; experience a younger version of themselves and personalize every aspect of their avatar and the environment <ref name=”2”></ref>. Tourism is another area that can potential be revolutionized, with people no longer needing to travel and spend a lot of money to explore other locations <ref name=”17”></ref>.
 
==Future of FIVR==
 
There are several speculations about the ultimate form factor that FIVR will take. Some have suggested that millions of miniaturized advanced computers could be implanted within the brain, making it possible to achieve a high level of virtual simulation. The users would feel the virtual experiences has real, since the human brain would be merged with a computer intelligence that would interact directly with the neurons through the nanobots <ref name=”17”></ref> <ref> Big Think (2011). Ray Kurzweil explore the next phase of virtual reality [video]. Retrieved from https://www.youtube.com/watch?v=660oel93vZA</ref>. Another suggestion is the Vertabrane: a brain-computer interface that consists of a “computer system package as a replacement for one of the upper cervical vertebra in the human spine.” The Vertabrane technology would tap into all sensory and motor nerves flowing from and to the brain, and manipulate its signals in order to produce the virtual experiences <ref name=”8”></ref>.
==References==
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[[Category:Terms]] [[Category:Technical Terms]]
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