An
immersive digital environment is an
artificial,
interactive, computer-created
scene or "world" within which a user can immerse themselves. Immersive digital environments could be thought of as synonymous with virtual reality, but without the implication that actual "reality" is being simulated. An immersive digital environment could be a model of reality, but it could also be a complete fantasy
user interface or
abstraction, as long as the user of the environment is immersed within it. The definition of immersion is wide and variable, but here it is assumed to mean simply that the user feels like they are part of the simulated "
universe". The success with which an immersive digital environment can actually immerse the
user is dependent on many factors such as believable
3D computer graphics,
surround sound, interactive user-input and other factors such as simplicity, functionality and potential for enjoyment. New technologies are currently under development which claim to bring realistic environmental effects to the players' environment – effects like wind, seat vibration and ambient lighting.
Perception To create a sense of full immersion, the 5 senses (sight, sound, touch, smell, taste) must perceive the digital environment to be physically real.
Immersive technology can perceptually fool the senses through: • Panoramic 3D displays (visual) • Surround sound acoustics (auditory) • Haptics and
force feedback (tactile) • Smell replication (olfactory) • Taste replication (gustation)
Interaction Once the senses reach a sufficient belief that the digital environment is real (it is interaction and involvement which can never be real), the user must then be able to interact with the environment in a natural, intuitive manner. Various immersive technologies such as gestural controls, motion tracking, and computer vision respond to the user's actions and movements. Brain control interfaces (BCI) respond to the user's brainwave activity.
Examples and applications Training and rehearsal simulations run the gamut from part task procedural training (often buttonology, for example: which button do you push to deploy a refueling boom) through situational simulation (such as crisis response or convoy driver training) to full motion simulations which train pilots or soldiers and law enforcement in scenarios that are too dangerous to train in actual equipment using live ordinance. Video games from simple arcade to
massively multiplayer online game and training programs such as
flight and
driving simulators. Entertainment environments such as motion simulators that immerse the riders/players in a virtual digital environment enhanced by motion, visual and aural cues. Reality simulators, such as one of the
Virunga Mountains in Rwanda that takes you on a trip through the jungle to meet a tribe of
mountain gorillas. Or training versions such as one which simulates taking a ride through human arteries and the
heart to witness the buildup of
plaque and thus learn about
cholesterol and health. In parallel with scientists, artists like
Knowbotic Research,
Donna Cox,
Rebecca Allen,
Robbie Cooper,
Maurice Benayoun,
Char Davies, and
Jeffrey Shaw use the potential of immersive virtual reality to create physiologic or symbolic experiences and situations. Other examples of immersion technology include physical environment / immersive space with surrounding digital projections and sound such as the
CAVE, and the use of
virtual reality headsets for viewing movies, with head-tracking and computer control of the image presented, so that the viewer appears to be inside the scene. Additionally, immersion technology can include audio with head-tracking and precise directivity of sound, such as the
Nokia OZO technology. The next generation is VIRTSIM, which achieves total immersion through
motion capture and wireless head mounted displays for teams of up to thirteen immersants enabling natural movement through space and interaction in both the virtual and physical space simultaneously.
Use in medical care New fields of studies linked to immersive virtual reality emerge every day. Researchers see a great potential in virtual reality tests serving as complementary interview methods in psychiatric care. Immersive virtual reality have in studies also been used as an educational tool in which the visualization of psychotic states have been used to get increased understanding of patients with similar symptoms. New treatment methods are available for schizophrenia and other newly developed research areas where immersive virtual reality is expected to achieve melioration is in education of surgical procedures, rehabilitation program from injuries and surgeries and reduction of phantom limb pain.
Applications in the built environment In the domain of architectural design and
building science, immersive virtual environments are adopted to facilitate architects and building engineers to enhance the design process through assimilating their sense of scale, depth, and
spatial awareness. Such platforms integrate the use of virtual reality models and mixed reality technologies in various functions of building science research,
construction operations, personnel training, end-user surveys, performance
simulations and
building information modeling visualization.
Head-mounted displays (with both
3 degrees of freedom and
6 degrees of freedom systems) and CAVE platforms are used for spatial visualization and building information modeling (BIM) navigations for different design and evaluation purposes. Clients, architects and building owners use derived applications from
game engines to navigate 1:1 scale BIM models, allowing a virtual walkthrough experience of future buildings. while others indicate no significant difference. Architects and building engineers can also use
immersive design tools to model various building elements in virtual reality
CAD interfaces, and apply property modifications to building information modeling (BIM) files through such environments. In the building construction phase, immersive environments are used to improve site preparations, on site communication and collaboration of team members, safety and
logistics. For training of construction workers, virtual environments have shown to be highly effective in skill transfer with studies showing similar performance results to training in real environments. Moreover, virtual platforms are also used in the operation phase of buildings to interact and visualize data with
Internet of Things (IoT) devices available in buildings, process improvement and also resource management. Occupant and end-user studies are performed through immersive environments. Studies conducting human experiments have shown users perform similarly in daily office activities (object identification, reading speed and comprehension) within immersive virtual environments and benchmarked physical environments. In the field of
lighting, virtual reality headsets have been used investigate the influence of
façade patterns on the perceptual impressions and satisfaction of a simulated
daylit space. Moreover, artificial lighting studies have implemented immersive virtual environments to evaluate end-users lighting preferences of simulated virtual scenes with the controlling of the
blinds and artificial lights in the virtual environment. For
structural engineering and analysis, immersive environments enable the user to focus on structural investigations without getting too distracted to operate and navigate the simulation tool.
Virtual and
augmented reality applications have been designed for
finite element analysis of
shell structures. Using
stylus and
data gloves as input devices, the user can create, modify mesh, and specify boundary conditions. For a simple geometry, real-time color-coded results are obtained by changing loads on the model. Studies have used
artificial neural networks (ANN) or approximation methods to achieve real-time interaction for the complex geometry, and to simulate its impact via
haptic gloves. Large scale structures and bridge simulation have also been achieved in immersive virtual environments. The user can move the loads acting on the bridge, and finite element analysis results are updated immediately using an approximate module. == Detrimental effects ==