Skip to main content

Everyday Virtual Reality

  • Living reference work entry
  • First Online:
Encyclopedia of Computer Graphics and Games

Synonyms

Immersive technologies; Mixed-reality; Virtual reality; Virtual systems; VR.

Definition

Everyday virtual reality (VR) can describe any activity that the majority of us would typically engage in at least once per day, experienced through the medium of VR. Its meaning is interwoven with user experience and the concept of technological acceptance, which describes users’ feelings toward a technology’s design and its intended purpose. In some contexts, VR already functions as an accepted and almost ubiquitous part of everyday life, while in others, it remains a novel technology – but one with great potential for ubiquity in the near future.

Introduction

First coined in 1987 by Jaron Lanier (see Slater and Sanchez-Vives 2016), the underlying meaning of VR is one that has broad similarities but also slight differences between its various definitions. VR definitions broadly fall into one of two categories, one more technology focused and the other more centered upon user experience....

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Institutional subscriptions

References

  • Albert, W., Tullis, T.: Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics. Newnes Morgan Kaufman. New York, USA (2008)

    Google Scholar 

  • Benoit, M., Guerchouche, R., Petit, P.D., Chapoulie, E., Manera, V., Chaurasia, G., et al.: Is it possible to use highly realistic virtual reality in the elderly? A feasibility study with image-based rendering. Neuropsychiatr. Dis. Treat. 11, 557 (2015)

    Google Scholar 

  • Berg, L.P., Vance, J.M.: Industry use of virtual reality in product design and manufacturing: a survey. Virtual Reality. 21(1), 1–17 (2017)

    Article  Google Scholar 

  • Blume, F., Hudak, J., Dresler, T., Ehlis, A.C., Kühnhausen, J., Renner, T.J., Gawrilow, C.: NIRS-based neurofeedback training in a virtual reality classroom for children with attention-deficit/hyperactivity disorder: study protocol for a randomized controlled trial. Trials. 18(1), 41 (2017)

    Article  Google Scholar 

  • Busel, M.: The 6 biggest challenges facing augmented reality. Haptic.al. https://haptic.al/augmented-realitys-biggest-threats-3f4726a3608 (2017). Accessed 06 Apr 2018

  • Craig, A.B.., Sherman, W.R., Will, J.D.: Developing Virtual Reality Applications: Foundations of Effective Design. Morgan Kaufmann, Amsterdam (2009)

    Google Scholar 

  • Chung, N., Han, H., Joun, Y.: Tourists’ intention to visit a destination: the role of augmented reality (AR) application for a heritage site. Comput. Hum. Behav. 50, 588–599 (2015)

    Article  Google Scholar 

  • Council, A.: Fatherland VR. Limbic. https://www.digitalcatapultcentre.org.uk/news-creativexr-prototypes/ (2018). Accessed 12 Apr 2018

  • de Paiva Guimarães, M., Dias, D.R.C., Mota, J.H., Gnecco, B.B., Durelli, V.H.S., Trevelin, L.C.: Immersive and interactive virtual reality applications based on 3D web browsers. Multimedia Tools and Applications. 77(1), 347–361 (2018)

    Article  Google Scholar 

  • Freina, L., Ott, M.: A literature review on immersive virtual reality in education: state of the art and perspectives. In: The International Scientific Conference eLearning and Software for Education, vol. 1, p. 133. Carol I National Defence University, Bucharest (2015)

    Google Scholar 

  • Greenwald, S., Kulik, A., Kunert, A., Beck, S., Frohlich, B., Cobb, S., Parsons, S., et al.: Technology and Applications for Collaborative Learning in Virtual Reality, pp. 719–726 (2017)

    Google Scholar 

  • Gutierrez-Maldonado, J., Andres-Pueyo, A., Jarne, A., Talarn, A., Ferrer, M., Achotegui, J.: Virtual reality for training diagnostic skills in anorexia nervosa: a usability assessment. In: International Conference on Virtual, Augmented and Mixed Reality, pp. 239–247. Springer, Cham (2017)

    Chapter  Google Scholar 

  • Holly, R.: Best VR apps for exercise. VR Heads. https://www.vrheads.com/best-vr-apps-exercise (2017). Accessed 12 Apr 2018

  • Jensen, L., Konradsen, F.: A review of the use of virtual reality head-mounted displays in education and training. Educ. Inf. Technol. 23(4), 1515–1529 (2017)

    Article  Google Scholar 

  • Jung, T., tom Dieck, M.C., Lee, H., Chung, N.: Effects of virtual reality and augmented reality on visitor experiences in museum. In: Information and Communication Technologies in Tourism 2016, pp. 621–635. Springer, Cham (2016)

    Chapter  Google Scholar 

  • Laha, B., & Bowman, D. A.: Identifying the benefits of immersion in virtual reality for volume data visualization. In: Immersive visualization revisited workshop of the IEEE VR conference, pp. 1–2 (2012)

    Google Scholar 

  • Liou, H.H., Yang, S.J., Chen, S.Y., Tarng, W.: The influences of the 2D image-based augmented reality and virtual reality on student learning. J. Educ. Technol. Soc. 20(3), 110–121 (2017)

    Google Scholar 

  • Lobo, D., Kaskaloglu, K., Kim, C., Herbert, S.: Web usability guidelines for smartphones: a synergic approach. International journal of information and electronics engineering. 1(1), 33 (2011)

    Google Scholar 

  • Loureiro, A., Bettencourt, T.: The extended classroom: meeting students’ needs using a virtual environment. Procedia Soc. Behav. Sci. 15, 2667–2672 (2011)

    Article  Google Scholar 

  • Mantovani, F., Castelnuovo, G., Gaggioli, A., Riva, G.: Virtual reality training for health-care professionals. Cyberpsychol. Behav. 6(4), 389–395 (2003)

    Article  Google Scholar 

  • Marr, B.: How VR and AR will change how we visualise data. Forbes.com. https://www.forbes.com/sites/bernardmarr/2017/08/31/how-vr-and-ar-will-change-how-we-visualize-data (2017). Accessed 10 Apr 2018

  • McEwen, D., Taillon-Hobson, A., Bilodeau, M., Sveistrup, H., Finestone, H.: Virtual reality exercise improves mobility after stroke: an inpatient randomized controlled trial. Stroke. 45(6), 1853–1855 (2014)

    Article  Google Scholar 

  • Merchant, Z., Goetz, E.T., Cifuentes, L., Keeney-Kennicutt, W., Davis, T.J.: Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: a meta-analysis. Comput. Educ. 70, 29–40 (2014)

    Article  Google Scholar 

  • Milgram, P., Kishino, F.: A taxonomy of mixed reality visual displays. IEICE Trans. Inf. Syst. 77(12), 1321–1329 (1994)

    Google Scholar 

  • Minsky, M.: Telepresence. Omni. 2(9), 44–52 (1980)

    Google Scholar 

  • Moneta, A.: How virtual reality is changing the way we experience stage shows. The Conversation. http://theconversation.com/how-virtual-reality-is-changing-the-way-we-experience-stage-shows-81542 (2017). Accessed 12 Apr 2018

  • Nebel, S., Schneider, S., Rey, G.D.: Mining learning and crafting scientific experiments: a literature review on the use of minecraft in education and research. J. Educ. Technol. Soc. 19(2), 355 (2016)

    Google Scholar 

  • NeguÅ£, A., Matu, S.A., Sava, F.A., David, D.: Task difficulty of virtual reality-based assessment tools compared to classical paper-and-pencil or computerized measures: a meta-analytic approach. Comput. Hum. Behav. 54, 414–424 (2016)

    Article  Google Scholar 

  • NeguÈ›, A., Jurma, A.M., David, D.: Virtual-reality-based attention assessment of ADHD: ClinicaVR: classroom-CPT versus a traditional continuous performance test. Child Neuropsychol. 23(6), 692–712 (2017)

    Article  Google Scholar 

  • Park, E.C., Kim, S.G., Lee, C.W.: The effects of virtual reality game exercise on balance and gait of the elderly. J. Phys. Ther. Sci. 27(4), 1157–1159 (2015)

    Article  Google Scholar 

  • Park, J., Lee, D., Lee, S.: Effect of virtual reality exercise using the nintendo wii fit on muscle activities of the trunk and lower extremities of normal adults. J. Phys. Ther. Sci. 26(2), 271–273 (2014)

    Article  Google Scholar 

  • Persson, M., et al.: Minecraft. Mojang/Microsoft Studios, Stockholm (2011)

    Google Scholar 

  • Rae, J. & Edwards, L.: Virtual reality at the British Museum: What is the value of virtual reality environments for learning by children and young people, schools, and families? Museums and the Web 2016. Los Angeles, CA, USA, 6–9 April 2016

    Google Scholar 

  • Reda, K., Febretti, A., Knoll, A., Aurisano, J., Leigh, J., Johnson, A., et al.: Visualizing large, heterogeneous data in hybrid-reality environments. IEEE Comput. Graph. Appl. 33(4), 38–48 (2013)

    Article  Google Scholar 

  • Regenbrecht, H., Alghamdi, M., Hoermann, S., Langlotz, T., Goodwin, M., & Aldridge, C.. Social presence with virtual glass. In: Virtual Reality (VR), 2015 IEEE, pp. 269–270. IEEE (2015, March)

    Google Scholar 

  • Rimland, J., Ballora, M., Shumaker, W.: Beyond visualization of big data: a multi-stage data exploration approach using visualization, sonification, and storification. SPIE Defense Secur. Sens. 8758, 87580K (2013)

    Google Scholar 

  • Roberts, A.R., Schutter, B.D., Franks, K., Radina, E.E.: Older adults’ experiences with audiovisual virtual reality: perceived usefulness and other factors influencing technology acceptance. Clin. Gerontol. (2018). Just accepted

    Google Scholar 

  • Seidel, R.J., Chatelier, P.R. (eds.): Virtual Reality, training’s Future?: Perspectives on Virtual Reality and Related Emerging Technologies, vol. 6. Springer, New York (2013)

    Google Scholar 

  • Short, D.: Teaching scientific concepts using a virtual world—Minecraft. Teaching Science-the Journal of the Australian Science Teachers Association. 58(3), 55 (2012)

    Google Scholar 

  • Simeone, A. L., Powell, W. & Powell, V.: In: 1st Workshop on Everyday Virtual Reality. IEEEVR. 23–24 March. Arles, France. http://ieeevr.org/2015/indexb963.html?q=node/39#WS2 (2015a). Accessed 21 June 2018

  • Simeone, A. L., Powell, W., Powell, V., Johnsen, K. & Bialkova, S.: 4th Workshop on Everyday Virtual Reality. IEEEVR. 18 March. Reutlingen, Germany. http://www.ieeevr.org/2018/program/workshops.html#WEVR (2018). Accessed 21 June 2018

  • Simeone, A.L., Velloso, E., Gellersen, H.: Substitutional reality: using the physical environment to design virtual reality experiences. In: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, pp. 3307–3316. ACM, New York (2015b)

    Google Scholar 

  • Slater, M., Sanchez-Vives, M.V.: Enhancing our lives with immersive virtual reality. Frontiers in Robotics and AI. 3, 74 (2016)

    Article  Google Scholar 

  • Steuer, J.: Defining virtual reality: dimensions determining telepresence. J. Commun. 42(4), 73–93 (1992)

    Article  Google Scholar 

  • Thies, J., Zollhöfer, M., Stamminger, M., Theobalt, C., & Nießner, M. (2016). FaceVR: Real-Time Facial Reenactment and Eye Gaze Control in Virtual Reality. arXiv preprint arXiv:1610.03151

    Google Scholar 

  • Ting, Y.L., Tai, Y., Chen, J.H.: Transformed telepresence and its association with learning in computer-supported collaborative learning: a case study in English learning and its evaluation. Interact. Learn. Environ. 25(3), 382–396 (2017)

    Article  Google Scholar 

  • Wolf, K., Funk, M., Khalil, R., & Knierim, P.: Using virtual reality for prototyping interactive architecture. In: Proceedings of the 16th International Conference on Mobile and Ubiquitous Multimedia, pp. 457–464. ACM (2017, November)

    Google Scholar 

  • Yu, N., Kong, J.: User experience with web browsing on small screens: experimental investigations of mobile-page interface design and homepage design for news websites. Inf. Sci. 330, 427–443 (2016)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Tom Alexander Garner .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG, part of Springer Nature

About this entry

Check for updates. Verify currency and authenticity via CrossMark

Cite this entry

Garner, T.A., Powell, W., Powell, V. (2018). Everyday Virtual Reality. In: Lee, N. (eds) Encyclopedia of Computer Graphics and Games. Springer, Cham. https://doi.org/10.1007/978-3-319-08234-9_259-1

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-08234-9_259-1

  • Received:

  • Accepted:

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-08234-9

  • Online ISBN: 978-3-319-08234-9

  • eBook Packages: Springer Reference Computer SciencesReference Module Computer Science and Engineering

Publish with us

Policies and ethics