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FIVR

29 bytes added, 16:32, 29 December 2016
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Full immersion VR is a virtual reality experience that perceptually surrounds the user. In this virtual environment, the users cannot distinguish what is created from what is their everyday reality, since all of the human senses would be transferred to the avatar. Their sense of presence would be increased to a level that it has not been achieved with the current technology. This level of deep immersion has also been called “Full dive VR” (FDVR) <ref name=”1”></ref> <ref name=”2”></ref> <ref name=”6”> Costello, P. J. (1997). Health and safety issues associated with virtual reality – A review of current literature. Retrieved from http://www.agocg.ac.uk/reports/virtual/37/37.pdf</ref>. FDVR pushes the boundary of a FIVR by going beyond headsets and haptic feedback technology into a direct connection between the user and the computer through a Brain Machine Interface (BMI). This ultimate level of FIVR is still not possible <ref name=”7”> Eisenberg, A. Full dive virtual reality – Coming soon to a brain near you. Retrieved from https://appreal-vr.com/blog/full-dive-virtual-reality-how-it-works/</ref>. Some of the suggested required technologies to achieve FIVR are fiber optics, quantum computing, and brain interfacing. Indeed, in some fields there have been considerable advancements while in others breakthroughs are still necessary <ref name=”2”></ref>. A lower level of FIVR can be achieved by using full-body motion sensors, high definition audio, and VR headsets. This leads to more immersive gameplay, for example, but it is not considered true full dive. This last one can be said to be more of a full mind immersion that full body immersion <ref name=”7”></ref>.
It will be possible to exactly replicate the real world and the user’s body in the virtual environment. The opportunity to improve or modify specific characteristics in the VE will also be available, even things that would be impossible in the physical world. Although physical connections between the computer and the brain are not required, there is a need to have a mode of detection and interpretation of the user’s thoughts by the computer, and a way for the computer to send sensory data directly into the nervous system. [[Brain-computer_interface|Brain-computer interfaces ]] have existed for several years, in various experimental stages. When applied in a FDVR concept, there is the added component of virtual reality <ref name=”7”></ref> <ref name=”8”> The Nano Age. The future of virtual reality. Retrieved from http://www.thenanoage.com/virtual-reality.htm</ref>.
From a technical standpoint, the technologies to develop a form of FDVR already exist, but not on a level that would create a cohesive, cost-effective, and feasible experience. According to Fuller, D. (2016), “a firm dedicated to working on new ways for humans and computers to interface is already hard at work engineering vibration engines and electrical impulses that can simulate touching an object. VR gloves are already a thing. Simulating smells in VR is already well underway and even has its own poster child in the form of FeelReal, a VR helmet attachment that uses hot and cool air jets, water and even odor cartridges to realistically simulate smells.“ Taste simulation is also likely to be developed, and all of these technologies working together will create an experience that is more immersive than the level in which it exists currently, but still not on the level FDVR can become <ref name=”3”></ref>.
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