Virtual Reality and Ergonomics

Virtual Reality: A Promising Technology for the Future


Virtual reality offers an interactive environment which is reflected on a computer screen by a stereoscopic display. The increase in media coverage has caused the Virtual Reality to grow rapidly. Virtual Environment has drawn much attention from the researchers and engineers in the last few years. Virtual Reality contributes to a safe environment without danger to the media industry. Therefore, it has contributed to a promising technology that can be applicable to a technological society. For instance, it can be applied in the education sector, health institution, the entertainment industry, training simulators and scientific visualization. The future of Visual Reality focuses on two aspects: social aspects and technological aspect. The article is an analysis of Virtual Reality technology, its strengths, and challenges in different areas. The paper also proposes to use previous sources to collect data, analyze the findings and recommend a virtual reality technology to design a workplace to increase efficiency, the output, ergonomic, safety and human factors.


Keywords: Virtual Reality, Virtual Environment, Ergonomics, Human Centered design


Introduction


Virtual Reality is also known as Virtual Environment. Due to the increased advancement of user interaction device, high-resolution graphics, and high-speed computing, the virtual environment is significantly seen as a new technology in the recent years. A large number of concepts and theories have been introduced on Virtual Reality. Virtual Reality machines are designed and invented with better and very fast graphics boards (Novak et al, 2011). The machines help the user to view the world in other dimensions and the individual is able to gain experience with new things that are not accessible in real life. Virtual reality is an important platform for use in creation and simulation of new technologies before its realization. The proposed technology can be used to increase safety and ergonomics while decreasing economic aspects of a new proposed unit.


In addition, a virtual reality model in a working environment can uncover some hidden errors which might be impossible to eliminate in the later stages of creating a work cell due to great difficulties. Omran, Ahmed, and Stephan (2017) developed a model of virtual reality using smart classes for increasing e-learning will become digital textbooks and virtual reality. The current virtual environments are primarily visual experiences. Mostly, human sensorial channels use the Virtual reality to speed the level of interaction. For example, in 1962 a movie industry used the first device of virtual reality whereby the user felt vibration, sound, and wind in advance while he was recording. In 1967, the first head-mounted display was invented by American Lincoln Laboratory which was used to stimulate the force and tactile in the system. Virtual Reality refers to a virtual design of an existing physical environment which offers the end user real time of interaction and makes the individual feel as a part of it. Due to the interactions and behaviors, a Virtual Reality resembles those behaviors that occur in the real environment.


Research Statement


To determine the best technology for developing an automatic workplace and also improving the design of Virtual Reality technology applying an Ergonomics guideline.


Research design


The virtual model creation is one of the most useful techniques for improving the research design. Since there are several Virtual reality technologies, the project collects data on virtual reality, analyze the data and recommend the best technology for developing an automated workplace (Novak et al, 2011). The project uses technology from the proposed and developed technologies from scholarly sources. The project makes extensive use of credible sources such as peer-reviewed journals, books, trusted sites and tutorials to draw a conclusion and a recommendation from a number of technologies in the market. Besides, the project aims at increasing work efficiency, output, and human safety. The sources to be reviewed were published not more than ten years ago. In the long run, the project utilized technology to design a working environment which conforms to ergonomics and other standards in a work environment.


Discussion


Most of activities individuals are paid to task on can be automated by adapting invented technology. In America, those individual activities represent about two trillion dollars on an annual basis. The research discovered that CEOs, senior executives, and other highest paid occupations, have significant activities that can be automated (Novak et al, 2011). The findings are based on data on the United States labor market journals and came up with analysis of two thousand individual work activities and assessed the work activities that have a capability of potentially being automated. The capabilities included navigating the physical world, motor skills and sensing human emotions.


In many cases, invented technology exceeds the level of human performance due to its speed, effectiveness, and efficiency. For example, an invented Science Intelligence System will analyze raw data in seconds, generate raw data in a natural language and write a report that a reader will assume that it was done by a human author (Sampaio\\\" Martins, 2014). For instance, lawyers can use text-mining technology to analyze and read the many documents collected during a case study. The tool will help them identify the relevant documents to use. Sales department can use automated technology to interact with potential clients and improve the quality of the products.


The following table compares wages and automation potential for United States job. Additionally, the United State wage rate in hours is not a strong predictor of automation potential despite the fact that both of them correlates.


By the use of linear equation, there is a correlation between wages and potential automation in the United States economy. The p-value was less than 0.01 but also with a high degree of variability which is 0.18.


When tools from human factors and ergonomics are applied, it results in a well-designed Virtual Reality (Omran, Ahmed \\\"Stephan, 2017). The research finds out that integrating ergonomic aspects in designing Virtual Reality validates the performance of a workstation. There is a possibility of exploiting a Virtual environment by applying virtual ergonomics tools. Operating tasks in a virtual reality provide a high number of information that is useful in testing feasibility on ergonomic indexes (Biocca \\\" Levy, 2013). The application of Virtual Environment becomes unlimited as new technology evolves. The paper finds out that Virtual Reality tries to reshape the interaction between people and information technology (Omran, Ahmed \\\"Stephan, 2017). A successful Virtual environment combines new input devices and output devices to provide a new appearance of synthetic objects and interaction metaphors to ease interaction between the user and with them.

Conclusion


The use of Virtual Reality is applied in various domains and it has developed over a very long period of time. The type of technology leads to other states of the art technology such as second life. Most engineering companies use Virtual reality technology to enable efficiency in the manufacturing process. A Virtual Reality helps engineers to in their day to day work. For example, an engineer can design a work cell for almost 12 weeks but with the help of a Virtual Reality, the design may take only 5 days. A good Virtual Reality enhances the perception of depth and the sense of space and should also have realistic interactions. Virtual Reality technology can be used in gaming, in a car industry to explain to the customers and fully experience the type of car before making a purchase, in real estate uses it to help in touring perspective buyers, in a health institution and also in the marketing department to reach out to their potential customers.


Recommendation


Further study should be conducted to discuss the technology that conforms to ergonomic factors. Despite the fact that Virtual Reality is efficient and effective, there are challenges emerged in gaining mass adoption in the industry and consumer space. Designing a Virtual Reality is very hard since it involves inventing a software tool that has strict quality and timing constraints (Biocca \\\" Levy, 2013). Some other challenges include a Virtual Reality tool should be cheap, needs to have killer content, and should be mobile and a very high speed. The company may experience low profits when all these challenges are overcome (Bruder et al. 2012). In addition, Virtual Reality technology Industries should benefit from articles written to help them understand the functions of sensory cues and also on human perception towards the Virtual Reality. The secret of implementing a successful professional Virtual environment application is only to set realistic expectations for that technology.

References


Biocca, F., " Levy, M. R.. (2013). Communication in the age of virtual reality. Routledge.


Dul, J., Bruder, R., Buckle, P., Carayon, P., Falzon, P., Marras, W. S., ... " van der Doelen, B. (2012). A strategy for human factors/ergonomics: developing the discipline and profession. Ergonomics, 55(4), 377-395.


Novak-Marcincin, J., Brazda, P., Janak, M., " Kocisko, M. (2011). Application of virtual reality technology in the simulation of automated workplaces. Tehnički vjesnik, 18(4), 577-580.


Omran, A. H., Ahmed, A. S., " Stephan, J. J. (2017). Blended Learning Using Virtual Reality Environments. Iraqi Journal for Computers and Informatics ijci, 43(1), 6-13.


Sampaio, A. Z., " Martins, O. P. (2014). The application of virtual reality technology in the construction of the bridge: The cantilever and incremental launching methods. Automation in construction, 37, 58-67.

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