Talk:Virtual reality

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Relationship between display and field of view

The section "Relationship between display and field of view" tried an interesting idea, namely to derive an immersive index. However, this is not established knowledge and Wikipedia rules do not allow for what is called original research (WP:NOR). I copied the previous version below, in case somebody has a reliable source for it. I kept the first part of the section and edited it to be factually correct.

Strasburger (talk) 12:07, 20 December 2022 (UTC)[reply]

Old version:

In practice, considering that the curved display cannot be made into a spherical shape, it is approximated by a cylinder instead.

Relationship between display and field of view: We need to consider our field of view (FOV) in addition to quality image. Our eyes have a horizontal FOV of about 120 degrees per side and a vertical FOV of some 135 degrees. Stereopsis vision is limited to 120 degrees where the right and the left visions overlap. Generally speaking, we have a FOV of 200 degrees x 135 degrees with two eyes. However, most of it is peripheral vision,[1] which varies from one person to another. So we conservatively take the average, i.e. 160 degrees. Therefore, if we keep our eyes stationary, a regular participant will have at least a stereopsis of 160 degrees x 135 degrees or 1/6 of the 360-degree FOV. We can quantify the abstract concept of immersion with the immersive index by getting the ratio of display viewing area and 1/6 of the 360-degree FOV.

In theory,

In practice, considering that the curved display cannot be made into a spherical shape, it is approximated by a cylinder instead.

Maybe-salvageable draft

It looks like in November of 2021 Joseita Tesolin forked this article with the intent to merge back an improved version, but did the merge-back incorrectly, so nothing was ever actually added to mainspace. See Special:PageHistory/User:Joseita Tesolin/Virtual reality. I haven't looked too closely at what they added, but perhaps someone wants to take a look and see if any of it can be salvaged for use in this article? -- Tamzin[cetacean needed] (she|they|xe) 07:36, 12 January 2023 (UTC)[reply]

"Future Forecast"?

One thinks that WP:CRYSTAL would be in full effect here. One should not, and CANNOT predict the fickle ways of the consumer market. 3D television would have been here to stay, not a passing fad, if such predictions of it were true. 2601:540:8200:811:4616:B8AB:D30:EFEC (talk) 20:16, 6 February 2023 (UTC)[reply]

It is appropriate to report discussion and arguments about the prospects for success of future proposals and projects or whether some development will occur, if discussion is properly referenced. Sergecross73 msg me 19:46, 9 February 2023 (UTC)[reply]

Regulation

A few salient points:

-Some discussion of torture methodology is a must for this emerging technology.

-What if it were put on a poor man and his arms were held?

-Addiction. Njsm11 (talk) 21:03, 6 June 2023 (UTC)[reply]

new heading in the main section suggested based on new studies: "Benefits for Health and Education"

please read these excerpts. I have collected them and also i have provided source manuscript links. The application of VR and AR are vast and this information should be present in the wiki:

“following virtual reality exercise, positive effects, such as energy and enjoyment, increased while the negative effect (i.e., tiredness and tension) was reduced”

Source: Gao Z, Lee JE. Emerging Technology in Promoting Physical Activity and Health: Challenges and Opportunities. J Clin Med. 2019 Nov 1;8(11):1830. doi: 10.3390/jcm8111830. PMID: 31683951; PMCID: PMC6912378.

“VR Classroom for the delivery of a food-based lesson with middle school students in a New Zealand school is being used” “Results show that students were highly motivated and perceived the VR classroom as fun to use.”

Source: Gorman D, Hoermann S, Lindeman RW, Shahri B. Using Virtual Reality to Enhance Food Technology Education. Int J Technol Des Educ. 2022;32(3):1659-1677. doi: 10.1007/s10798-021-09669-3. Epub 2021 May 6. PMID: 33976475; PMCID: PMC8101605.

“Patients might benefit from VR during invasive interventions and ICU stay by alleviating stress or pain. Furthermore, it enables contact with relatives and can also assist patients in their rehabilitation programs”

Source: Kanschik D, Bruno RR, Wolff G, Kelm M, Jung C. Virtual and augmented reality in intensive care medicine: a systematic review. Ann Intensive Care. 2023 Sep 11;13(1):81. doi: 10.1186/s13613-023-01176-z. PMID: 37695464; PMCID: PMC10495307.

“Exergaming at home elicited high adherence and improved children’s BMI z-score, cardiometabolic health, and physical activity levels”

Source: Staiano AE, Beyl RA, Guan W, Hendrick CA, Hsia DS, Newton RL Jr. Home-based exergaming among children with overweight and obesity: a randomized clinical trial. Pediatr Obes. 2018 Nov;13(11):724-733. doi: 10.1111/ijpo.12438. Epub 2018 Jul 20. PMID: 30027607; PMCID: PMC6203598.

“video game play that involves physical activity can be integrated within behavioral programs to help children to lose weight and attenuate weight gain”

Source: Kracht CL, Joseph ED, Staiano AE. Video Games, Obesity, and Children. Curr Obes Rep. 2020 Mar;9(1):1-14. doi: 10.1007/s13679-020-00368-z. PMID: 32077041; PMCID: PMC7078026.

In China there is ongoing research regarding application progress of virtual reality technology in childhood obesity prevention and treatment, "such as parental feeding, children's nutrition education and children's sports management, providing reference for childhood weight management".

Source: DU Yuchen, YANG Qiaoju, ZHAO Huifang, MA Mengyuan. Progress in application of virtual reality in prevention and treatment of childhood obesity[J]. CHINESE JOURNAL OF SCHOOL HEALTH, 2023, 44(1): 157-160. doi: 10.16835/j.cnki.1000-9817.2023.01.035 Acetylcholine (talk) 14:05, 23 September 2023 (UTC)[reply]

These all appear to be primary sources. WP:MEDRS requires secondary sources for biomedical claims. CodeTalker (talk) 06:36, 24 September 2023 (UTC)[reply]

editing the product time line

would it be alright to add the quest 3 into the history section

ConBeagle (talk) 23:32, 2 March 2024 (UTC)[reply]

  1. ^ Strasburger, Hans (2019-12-06). "Seven myths on crowding and peripheral vision". dx.doi.org. doi:10.7287/peerj.preprints.27353v4. S2CID 210138212. Retrieved 2021-11-11.{{cite journal}}: CS1 maint: unflagged free DOI (link)