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Names:

Module:
Lecturers name:
Assignment:
Date due:
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Bryan Moodie

3623232

Xolelwa Tonjeni

3674849

Liyema Xotyeni

3666406

Vuyolwethu Ngqina

3666503

Athulya Mathew

3677901

Collin Ntshingana
3665346
IFS 131 2016
Dr. Johan Breytenbach
Group Assignment Task 1: Report
18th April 2016
Nduduzo Biyela
1
Monday, 1st Period
T5A

DECLARATION
1. I know that plagiarism is wrong. Plagiarism is to use another's work and pretend that it is
one's own.
2. Each significant contribution to, and quotation in this [essay/report] that I have taken from
the work(s) of other people has been credited, and has been cited & referenced.
3. This [essay/report] is my own work.
4. I have not allowed, and will not allow, anyone to copy my work with the intention of
passing it off as his or her own work.
Signed:

Date: 18th April 2016


Full Name of Student(s)

INTRODUCTION
The following essay will discuss how innovation and technology can benefit business and
society, namely virtual reality. Firstly it will map the context by defining what it is. Secondly
Rogers theory The Diffusion of Innovation will be used to give examples of how virtual
reality is currently used and South Africas progress with regards to this technology. Current
opportunities being pursued in South Africa will then be highlighted. Finally the impact of
virtual reality will be envisioned if it was fully accepted by business and society.
INVESTIGATION
According to Stair and Reynolds (2015) virtual reality is an artificial three-dimensional
environment created by hardware and software and experienced through sensory stimuli
such as primarily sight and sound, sometimes can be through touch, taste and smell and
within which the individual can interact to affect what happens in the environment. Another
definition of virtual reality according to Dan L. Lacrama and Dorina Fera is a system of
principles, methods and techniques used for designing and creating software products in
order to be used by help of some multimedia computer systems with specialised peripheral
systems (Lacrama, & Fera, 2009).
Dan L. Lacrama and Dorina Fera further states that virtual reality has provided possibilities
to change the way in which people can see the surrounding reality by stimulating and
modelling an artificial space; computers design and run software programs able to
realistically simulate the surrounding reality and to produce a high interactivity level
(Lacrama, & Fera, 2009).. Virtual reality practically allows us to see the surroundings in
another dimension and to experience things that are not accessible in real life or not yet
created (Lacrama, & Fera, 2009). The world of three-dimensional graphics has no limits or
restrictions and can be created and manipulated as we wish.
Research by Tomasz Mazuryk and Micheal Gervautz from the Institute of Computer
Graphics Vienna University of Technology, Austria has proven that virtual reality has been
around for a very long time since the 1960s. They state that the first approach was by
Morton Heilig who created a multi-sensory simulator in 1960-1962 which was a pre-recorded
film in colour and stereo augmented by binaural sound, scent, wind and vibration
experiences but it was not interactive.
Ivan Sutherland proposed the ultimate solution of virtual reality in 1965 which was an
artificial world construction concept that included interactive graphics, force-feedback,
sound, smell and taste. He was also the first one to realise the sword of Damocles which
was the first system realised in hardware. Ivan Sutherland considered the first Head

Mounted Display (HMD) with appropriate head tracking which supported a stereo view that
was updated correctly according to the users head position and orientation. The first
prototype of a force-feedback system realised was the grope at University of North California
(UNC) in 1971.
Myron Krueger created artificial reality in 1975 whereby cameras were projected on a large
screen and participants were to interact with each other through the image processing
techniques that determine their positions in 2D screens space. Thomas Furness at the US
Air Forces Armstrong Medical Research Laboratories developed in 1982 the Visually
Coupled Airborne Systems Simulator wore a HMD that augmented the out-the-window view
by the graphics describing targeting or optimal flight path information.
Virtual Visual Environment Display constructed at the NASA Ames in 1984 with off-the-shelf
technology a stereoscopic monochrome HMD. There is a whole of other information that
took place after the above investigation as the VPL, BOOM, UNC walkthrough project,
Virtual Wind Tunnel, CAVE and Augmented Reality.
The development in the field of virtual reality became much more and the term virtual reality
itself is very popular nowadays. According to Lacrama and Fera virtual reality is a recent
research domain but the progress made in the last few years by the companies developing
VR systems prove that in the next future this technology will be high-quality and cheap
enough to become common good. Virtual reality applications also seem to grow in number
and diversify covering different domains from research to entertainment. So far the interest
in its development is quite high.
CURRENT STATUS
America
America has got to be the leading innovators in the technology of virtual reality. Companies
like Facebook created the Oculus headset and they have gone so far as to have sensors in
their system to watch game movies to fully immerse oneself in its world. They are innovators
because they got the various game makers on board with the project. Google Cardboard is
also an American firm who was aware of this new technology, but wanted to make it more
durable and cheaper than Oculus. It isnt as popular as Oculus but still rotates around the
gaming experience of the virtual world and they would be categorised as early adopters of
this technology, since plans are in the works to improve on their model. WorldV is also a big
American company who took VR a step further. They apply it in practical, everyday life such
as architecture developments and you can modify your surroundings according to your

preferences and walk around with it. There is also motion tracking, whereby you can do
normal actions without restraint. (Patrizio, 2016)
Sweden
Other countries that are developing virtual reality is Moggle; a Swedish company which
developed the mobile console (hence, Moggle) that connects with your smart phone to give
you virtual worlds. It is easily accessible (can fit in your pocket) and even elongated for a
better VR experience. There is a head phone jack and it can even charge. It was released in
2013, with the new version that entered earlier this year. It is an innovator because they
always try and find new ways of making it lighter, accessible and comfortable for the user at
hand. About Moggles (Sandvik, 2015)
South Africa
South Africa has not been lagging far behind. The QauckeBox is one of our first steps in
virtual technology, and models after the Goole Cardboard for using cardboard. It is also cost
effective and durable. You can also build it yourself and the only thing that you will need is
your smartphone. This is an early majority approach to VR since we are adopting the
innovators approach and using for our own. Brazil is also behind the virtual reality
technology as well. (Virtual Reality for Africa, 2015)
Brazil
Beenoculous released their effort in the form of a headset that can be connected to any
smartphone. It also works with phone adaptors as well. It is also much cheaper, estimated at
R509.35. You can also connect with your phone via Bluetooth as well. This company would
be early adopter since they acted on the success of major countries such as America, and
are aware of the benefits of virtual reality. (Coelho, 2014)
India
Since India has the huge smartphone base and therefore India will be a key market for
virtual reality. However, virtual reality has to be available at the lowest cost possible and
should also be compatible with the low cost smart phone. The first virtual reality that was
launched in India is the Karbonn VR Headset. This headset was launched for the Indian
people to have an affordable experience of virtual reality. India has its own type virtual reality
called Agnus VR and this was a solution for India to experience virtual reality on a cheap
budget. (tech2NewsStaff, 2016)
Singapore

Virtual Reality is spreading throughout the world. According to Lim The virtual reality
headsets can be purchased at Singapore for less than $300 for a pair (Lim, 2015) .
Companies in Singapore have already started using virtual reality for example Shangri-La
Group and this company have already produced an immersive 360 video. (Lim, 2015) states
that Shangri-La said it will use its VR headsets as promotional and educational tools at
tradeshows, industry events and sales meetings
Germany
Siemens is a German-based company who uses virtual reality in a different way. Based on
(Murphy, 2016) article, engineers used the technology to actually grow a plant virtually
before they use those very same techniques in the real world. This is different because it
shows that virtual reality can be applied for any situation, it does not have to be limited to just
leisure or fun activities such as gaming. It can be used for research as well and can aid
people in their everyday endeavours. Even though this came after Oculus, they could be
considered as innovators, because they tried new ideas and morphed virtual reality into
another product altogether.
Korea
Korea has also found a new way to test the unlimited ways of using virtual reality. ETRI is a
company which is trying to make virtual reality more suitable for medical instances. They
would fall under early adopters because they are aware that there needs to be a shift in
technology. (Murphy, Top Six Firms Inventing Virtual Tech, 2016)
Spain
Atlantis Virtual Reality is company that specialized in designing and producing virtual reality
for different purposes such as exhibitions, museums and etc. The Atlantis Virtual Reality
creates an exhibition using the state-of-the -art technology in the audiovisual media. Atlantis
Virtual reality offers gives their clients customized solutions through investigation and
developing tools of communication. The Atlantis Virtual Reality have 15 years of experience
now. (Atlantis Virtual Reality, 2016)
Other firms that are expanding the boundaries of virtual reality is OSVR ecosystem, which is
a feet controlled mechanism whereby one would tilt and rotate their feet in order to
manoeuvre oneself in a game console. They are early majority because they did follow in
Googles footsteps regarding virtual reality. The Glyph is also another device from the
company Avegant. It can be a private monitor which means that you can have a laptop
literally in front of your eyes. This makes privacy their number one priority. It is compatible

with virtually anything, whether it would be game consoles or your laptop, therefore they
increase accessibility. They would be innovators in their field of virtual reality. (Atlantis
Virtual Reality, 2016)
Virtual reality seems to be the type of technology that can adhere to any situation that it may
find itself in. Not only can it be transferrable to a whole range of different types of fields and
different expertise, it can also be changed to suit their needs and make a difference.
Companies notice this, and their early action can produce a new future where an inorganic
substance can co-exist with the real and organic world.
OPPORTUNITIES
There are quite a number of opportunities that Virtual Reality has brought. South Africa is
making use of virtual reality or 3D imagery in different and innovative ways. For one, they
are using this technology for the mining sector. The Kumba Virtual Reality Centre for mine
design and this used in the planning of the mine. This technology is fashioned into a dual 3D
theatre and a 360 degree view of the mine. This innovative development was conceived at
the University of Pretoria and is also used in lectures to teach students of the happenings of
the mines on the regular basis. This is also to prevent any deaths or injuries on site by
executing these exercises in the safety of the classroom. This device is also flexible as it can
be used over the range of sectors that we currently have like the military.
Another ambitious company is Deep VPR. This is a reality film production making these films
in 3D or 2D. They used specialised cameras to capture the environment in a way where is
looks like a 3D sphere. So far they have shot aerial 360 degree view of the east coast of
South Africa using a 2D ring from the height of 200 meters. They also shot at the Spring
Fiesta in Boksburg using 2D and 3D rigs and this was the first concert shot in 3D in Africa
and fans can now get the concert experience they have been missing out on. They have
also captured the wildlife of South Africa such African Eagle during its flight. This does
wonders for the tourism industry meaning that more tourists will flood in and also people can
experience nature in new exciting ways.
Another innovation of Virtual Reality is the 9D Virtual Reality Simulator. This opportunity
allows Virtual reality to combine with the entertainment industry. Not only that but it allows
consumers to have the excitement of visual perception, simulation of real scenes, and the
thrilling of the plot. What is also great about this is that not only is it popular internationally,
but it is also beneficial to investors as it generates a bigger profit than the current one. Also
the 9D VR does not need installing because it is a wireless operation. The minimum space
required for this operation is 8 metres; this will enable the 9D VR to travel throughout the

mall (if it is installed there). Other advantages of 9D VR are that 6 people can experience the
interactive effects all together. It lets the consumer have a submerged feeling. With upgrades
on the way this experience will create a mysterious and technical experience environment.
Virtual Reality can also help in terms of storage. Converged of hyper converged
infrastructure are opportunities which reduce the costs of the business in terms of storage by
assimilating servers, storage, networking as well as management into one solution.
There are also private virtual environments which enable the consumer to make sole
instances in actual time without really having much knowledge or experience. This server
can be done or created by simply using a Web interface with API.

FUTURE IMPACT
The impact of this technology in the future is up to the imagination of the creators and
developers. It will be used to immerse healthcare professionals in training scenarios where
they can interact with patients but in a 3D environment only. Telecommunications can be
used to facilitate remote surgery, it enables a surgery to be performed using robotic
technology and virtual reality from remote locations.
This is a popular use of virtual reality, surgery can be performed from a separate location to
the patient through a robotic device, this solution can reduce time and the risk of any further
complications arising.
Education is another field in which virtual reality can be adopted. It presents data in a way
which is enjoyable and simple to understand, learners can interact with their virtual
environment. Virtual astronomy is a perfect example of a teaching and learning situation.
According to the article Virtual Reality and Education - Virtual Reality: Astronomy students
can learn about the solar system and how it works by physical engagement with the objects
within. They can move planets, see around stars and track the progress of a comet ("Virtual
Reality and Education - Virtual Reality", 2015).
Some businesses in the business environment can adopt virtual reality. Companies that
produce dangerous products that should be tested before use, should do this testing in a
virtual environment. This eliminates the risk for the companies and their employees.
Companies can make use of these virtual worlds to hold meetings with people who are from
different locations. This is an example of a low cost answer for communicating with many
employees in different locations.

Virtual reality utilised in different fields brings a new dimension. It makes applications less
expensive, it can make the world smaller and expertise from around the world can be used
anywhere.
CONCLUSION
In this essay innovation and technology, namely virtual reality and its benefits was discussed
by firstly explaining that it is an artificial three-dimensional environment. Through Rogers
theory The Diffusion of Innovation we saw that America is the leading innovators in the
technology of virtual reality with South Africa not lagging too far behind. The current
opportunities being pursued in South Africa were then highlighted. Finally the impact of
virtual reality within health care, education and telecommunications was envisioned if it was
fully accepted by business and society.

Atlantis Virtual Reality. (2016). Retrieved from Atlantis Virtual Reality:


http://www.atlantisvr.com/en/presentacion/
Coelho, R. D. (2014, November 19). Education In First Person. Retrieved from Beenoculous
Your Mobile VR Solution: http://www.beenoculus.com.br/en/
Lacrama, D., & Fera, D. (2009). Virtual Reality. Arxiv.org. Retrieved 15 April 2016, from
http://arxiv.org/abs/0903.4314
Lim, K. (2015, December 21). Virtual reality gets a toehold in Singapore corporates.
Retrieved from Channel News Asia:
http://www.channelnewsasia.com/news/business/singapore/virtual-reality-getsa/2359196.html
Murphy, M. (2016, March 8). Google Cardboard, Oculus Rift or Microsoft Hololens: Which
firm is trademarking the most VR inventions? Retrieved from Techworld:
http://www.techworld.com/picture-gallery/personal-tech/top-six-firms-inventing-virtual-realitytech-3611574/#7
Murphy, M. (2016, March 8). http://www.techworld.com/picture-gallery/personal-tech/top-sixfirms-inventing-virtual-reality-tech-3611574/#9. Retrieved from Techworld:
http://www.techworld.com/picture-gallery/personal-tech/top-six-firms-inventing-virtual-realitytech-3611574/#9
Patrizio, A. (2016, April 1). Virtual Reality Companies: Top 20 VR Companies to Watch.
Retrieved from Datamation: http://www.datamation.com/mobile-wireless/virtual-realitycompanies-top-20-vr-companies-to-watch-1.html
Reporter, V. (n.d.). Virtual Reality Companies At CES. Retrieved from Virtual Reality
Reporter: https://virtualrealityreporter.com/virtual-reality-companies-at-ces/
Sandvik, D. (2015). About Moggles. Retrieved from Moggles:
http://www.moggles.com/press.html
tech2NewsStaff. (2016, April 13). Karbonn Quattro L52, Titanium Mach 6 and VR headset
launched in India. Retrieved from Tech2: http://tech.firstpost.com/news-analysis/karbonnquattro-l52-titanium-mach-6-and-vr-headset-launched-in-india-308500.html
Virtual Reality for Africa. (2015, May 8). Retrieved from Quackbox Virtual Reality for Africa:
http://quackbox.co.za/

Virtual Reality in Business - Virtual Reality. (2015). Virtual Reality. Retrieved 17 April 2016,
from http://www.vrs.org.uk/virtual-reality-applications/business.html
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2016, from http://www.vrs.org.uk/virtual-reality-education/
Virtual Reality in Healthcare - Virtual Reality. (2015). Virtual Reality. Retrieved 17 April 2016,
from http://www.vrs.org.uk/virtual-reality-healthcare/

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