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Introduction to Information Systems

(IFS 131) 2016


Group assignment

Surname & Name: Kennedy Ilse, Morris Oakley, Peters Ahmad,


Carelse Jarrod
Student No
(3664341) J.C

: (3604870) I.K, (3691047) O.M, (3662738) A.P,

Tutorial Group

: 27

Name of Tutor

: ATHENKOSI LUPUWANA

Due Date

: 29 April 2016

PLAGIARISM DECLARATION:
1. I know that plagiarism is wrong. Plagiarism is to use another's work & pretend
that it is one's own.
2. Each significant contribution to, and each quotation in this essay that I have
taken from the work(s) of other people has been acknowledged, & has been
cited & referenced.
3. This essay 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............................................

Contents page
Introduction........................................................................................................... 3
1.What is virtual reality?..................................................................................... 4
Current status........................................................................................................ 5
3.Opportunities...................................................................................................... 7
Conclusion........................................................................................................... 11
Originality report................................................................................................. 12

Introduction
Virtual reality is something that is becoming more known in our society today. The following
report address virtual reality and all the aspects that are associated with it. The topics
addressed are the future impact of virtual reality, the opportunities that it presents and how
its currently used.

1.What is virtual reality?


We think that virtual reality is a fantasized environment that is created by a computer. Virtual
reality makes you believe that you are in another place and it seems as if you are really in
the reality projected via the computer.
Rakhi Chouhan and Gagan Kumar Sharma (2015) said that Virtual Reality refers to a highend user interface that involves real-time stimulation and interactions through multiple
sensorial channels. (p.1)
Dr.Brian Jackson (June 3 2015) says that Virtual Reality (VR) is the use of computer
technology to create a simulated environment. Unlike traditional user interfaces, VR places
the user inside an experience. (p.1)

How is virtual reality currently used?


Virtual reality is used in gaming, entertainment, health care, education and the military.
VR helps people suffering from major brain trauma by creating an environment where the
patient has to complete simple tasks, such as tasks done in a kitchen. It also helps Nero
surgeons when they performing surgeries on patients because it makes their job easier if
the brain is active, so that they could see where the problems are and so that they could
prevent mistakes to occur. They would also see if they have done something wrong because
the brain activity in the region of the brain they working in wouldnt be as active anymore.
Virtual reality is also used as a means of therapy.
The way its used in the military is that virtual reality is used as a training method. Soldiers
get trained to mentally and physically prepare them for the real mission. Gamers use virtual
reality to delve into the game field and to experience the game first hand. Virtual reality
allows them to be a part of the game.
Entertainment and virtual reality go hand in hand. Movie houses and production companys
use virtual reality to allow their audience to engage in the movies they produce. 3D movies
are a good example of this.
Education is a very good way to experience virtual reality. Virtual reality allows students or
any person to experience what is being taught in a 3D way. Individuals/students could learn
more about a certain period in history through virtual reality. Virtual reality also trains people

in extreme circumstances/situations that are harmful to perform in real life such as going in
to space.
Virtual reality could be used for people who have a flying so that instead of being drugged,
they could just be immersed in a different reality.

What are the negative effects of virtual reality on businesses and the society?

Business
o They lose out on customers
o They lose out on profit
o They have to retrench employees
o They have to liquidise
Society
o Individuals lose their jobs
o They become depressed
o They become anti-social
o This affects their health

Current status
2. Many companies have been using virtual reality. Virtual reality is a national technology
used all over the world. It has been in existence to the public since the late 1980s. However,
it was silenced until a few years ago. Now it became more modernised and a more improved
virtual reality technology. Oculus was one of the first companies to introduce this more
improved and modernised technology. Palmer Luckey who was and still remains the founder
of Oculus Virtual Reality, created his first prototype which is the CR1 that gives a 90 degree
field of view. Thereafter he created a series of prototypes like exploring 3D stereoscopy,
wireless and 270 degree field view. He was the inventor of Oculus Rift, which was founded in
2012. It was the first headsets designed and created to enhance the virtual world in the form
of a headset. Facebook and Samsung have also been investing millions into the industry.
Oculus VR was the first to try new products and has given other companies the idea and
assistance of producing VR headsets. Google has also launched an app called Cardboard.
This allows the user to slot their Android device into a handmade cardboard viewer. This
Cardboard cannot be bought as a product that is complete. One will have to build it by
his/herself by using the required materials. The Samsung gear has been released in 2015
and has been available with a virtual reality headset that allows you to experience anything

without having to physically be there. Microsoft also created a prototype which was released
in 2015. It was the first computer that allows high definition holograms to come to life. This
was an augmented reality which is described as a mixed reality by Microsoft.

South Africa can unfortunately not look forward to its own entertainment centres as yet. But
the agency, SDK was the first South African agency working and developing for the Oculus
Rift. Tis agency focuses on educating markets and the benefits of VR. Also, South Africa
uses VR in the mining sector and it has been growing for the last 2 years. The Kumba Iron
Ore Virtual Reality Centre for Mine Design has opened by the University of Pretoria and is
used specifically for mining purposes not entertainment. The aim of this centre is to provide
a first-hand experience of mining and understanding the causes and effects of underground
operations. This provides employers and employees on mines a sense of being immersed in
the mining industry. It helps users to prevents accidents and mistakes in actual situations.
Virtual reality in the mining sector us also much cheaper than building mock-up mines to
train employees and therefore the use of VR will allow employees to communicate with
regard to changes in the company. These developments have allowed employees,
employers, investors to gain appreciation to the industry. However, this technology is quite
costly and the industry might not be able to keep up with the costs. A product made in South
Africa has also been produced in markets which is called the Quackbox. It has the
similarities of the google cardboard app. It is available but not much detail is provided
regarding the product.

INNOVATOR - Oculus VR - Oculus Rift

EARLY ADOPTER - Facebook - Made it widely available

EARLY MAJORITY - Sony, Samsung, Google

LATE MAJORITY- Any new upcoming markets, like SA (Quackbox)

VR is still a new upcoming technology in certain countries. Skills and different forms of
advanced technology has to be used in order to create a product that is able to compete in
the VR world. It can be expected in a few years from now to have laggards in this type of
technology. Virtual reality creates a digital form of marketing.

3.Opportunities
In South Africa, the opportunities that are currently being pursued is the virtual reality Mine
design centre, virtual reality headset and the virtual reality 360 camera rig and the virtual
reality theme park
Virtual reality Mine design centre

How does it work?


It realistically stimulates a range of mining functions such as preventing accidents and
analysing risks to respond to dangerous situations and to test evacuation procedures. This
happens in a low risk learning environment with no negative consequences. It involves
screens from the floor to the ceiling and the virtual reality simulator casts 360 3
dimensional high-quality images with accurate sound effects.

The impact that it has on commerce and society:


It has a positive impact because the virtual reality Mine design centre provides safe training
to students and mine workers on mine safety and issues relating to the mining environment.
Virtual reality headset

How does it work?


It is a type of technology that lets the user understand of what it is being inside the game
because wherever you look so does your character. There are motion sensors in the
headgear that monitors the users movement so that the user can fully have the gaming
experience.

The impact that it has on commerce and society


The impact of this product on society is to interact with real life situations on a social level.
This has a positive effect especially on youngsters to keep them off the streets and keep
them occupied. The impact that it has on society is that it gives you a new experience of
gaming, an experience that has never been felt before so everybody would want this
product. There is a blog that discusses all the latest information on these products and
promotes the virtual reality products in South Africa. Examples of these products are the
Sonys Morpheus and Samsungs Gear Virtual reality.
Virtual reality camera
How does it work?
The VR camera is a set of GoPro cameras put together to get a 360 view of the
environment.

The impact that it has on commerce and society


It brings the opportunity for people opportunities that this product can bring to the world is
that the people can make their own high definition videos and movies but with view of a 360
degree landscape. Examples of this product are the GoPros 360-degree camera, The Gear
360 and The Nikon KeyMission 360.

Virtual reality theme park

The virtual reality theme park is a theme park that gives you the cinematic virtual reality
experience and takes into new dimensions where you will experience worlds with no limits.
The opportunity that this represents for South Africa is that it will provide a better destination
for tourism, which will contribute more to the GDP of South Africa. The impact it has on the
commerce is that it will present opportunities for young innovators to present their ideas for
the future of virtual reality gaming. This also provides an opportunity for businesses to invest
in this start a new market in buying a selling of the new games. The impact it has on society

is that it provides people from different backgrounds to engage in something that bring them
together, a common interest that brings differences together. An example of the virtual reality
theme park is The Void.

4.

Virtual Reality and Augmented Reality the future

impact
Virtual Reality and Augmented Reality are very similar and the impacts either of them
have are also similar. It can have negative as well as positive effects on business and
the society in the future. Virtual reality is an artificial world of images / sights and
sounds (sensory stimuli). This is created by a computer programme and is affected by
the actions of the person who experiences it. Augmented reality integrates digital
information with the users environment in real time. It uses the existing environment
and creates an overlay of new information.
The negative side of virtual and augmented reality is that it takes long to develop these
technologies, which may not be good news for commercial enterprises wishing to invest
in these technologies. However, as soon as this problem/challenge is alleviated this
technology will become more popular and it is predicted that it will boost the market
2020.

Virtual reality and augmented reality can cause bigger distance between

traditional and technology based relationships. People can become more addicted to
this technology and will spend nearly all their time in the virtual world ignoring friends,
parents, schoolwork and jobs, all part of real life. Eventually the question will be why go
to conferences, school, meetings or business discussions if it can be done remotely.
Social relationships will become a memory as it will become almost non-existent. Focus
will be moved away from schoolwork, jobs and other responsibilities, emanating into a
downward spiral in the economy and education.
On the positive side businesses can benefit in the future as virtual and augmented
reality are not fully adopted by everyone yet. Once society is familiarised with virtual
and augmented reality, businesses will make more money because more people will be
interested in purchasing the newest technology on the market. It could possibly be on
high demand. The technological market will grow as revenue will grow as more people
will be buying it. Not only will the sellers of the final products benefit financially, but also
those companies supplying the technology and raw materials needed to produce the
final product. This will mean that not only one market will grow but that others will also

be affected positively through the purchasing of materials and resources needed to


produce devices. It will provide more effective means of professional training especially
for police officers, medical professionals and military agents. Virtual reality and
augmented reality will be used to train police officers, military agents and medical
professionals. It works like simulation of situations and prepares these professional
more efficiently and effectively for the real events.
Virtual reality and augmented reality might be able to transform our society and increase
the field of human knowledge. By means of changing how we learn, play and entertain.
The question can be repeated positively as to why go to conferences, school, meetings
or travel extensively if you can have richer deeper experiences in the comfort of your
home and so spend more time with your family and less on the road.
In conclusion virtual reality thus has as many disadvantages as advantages. We believe
that virtual reality could benefit the world in the future because it simplifies difficult tasks
and it could be used for many things so its versatile.

Conclusion
In conclusion virtual reality thus has as many disadvantages as advantages. We believe
that virtual reality could benefit the world in the future because it simplifies difficult tasks
and it could be used for many things so its versatile.

Originality report
Turnitin Originality Report
IFS group assignment by Ilse KENNEDY
From Group Assignment (IFS131 - 2016 Group Assignment)

Processed on 23-Apr-2016 17:33 GMT

ID: 662055602

Word Count: 2143

Similarity Index
3%
Similarity by Source
Internet Sources:
1%
Publications:
0%
Student Papers:
2%
sources:
1

1% match (student papers from 16-Apr-2016)


Submitted to Pearson College on 2016-04-16
2

1% match (Internet from 22-Apr-2016)


http://www.marxentlabs.com/what-is-virtual-reality-definition-and-examples/
3

1% match (student papers from 18-Apr-2016)


Submitted to National College of Ireland on 2016-04-18
4

< 1% match (Internet from 15-Dec-2006)


http://virtualreality.proboards19.com/index.cgi?board=themepark
paper text:
I think that virtual reality is an environment that is created by a computer that is
not real. Virtual reality makes you believe that you are in another place and it
seems as if you are really in the reality projected via the computer. Rakhi
Chouhan and Gagan Kumar Sharma (2015) said that Virtual Reality refers to a
high- end user interface that involves real-time stimulation and interactions
through multiple sensorial channels. (p.1) 2Dr.Brian Jackson (June 3 2015) says
that Virtual Reality (VR) is the use of computer technology to create a simulated
environment. Unlike traditional user interfaces, VR places the user inside an
experience. (p.1) Virtual reality is used in gaming, entertainment, health care,
education and the military. It helps people suffering from major brain trauma by
creating an environment where the patient has to complete simple task, such as
tasks done in a kitchen. It also helps Nero surgeons when they performing
surgeries on patients because it makes their job easier if the brain is active, so
that they could see where the problems are and so that they could prevent
mistakes to occur. They would also see if they have done something wrong
because the brain activity in the region of the brain they working in wouldnt be
as active anymore. Virtual reality is also used as a means of therapy. The way its
used in the military is that virtual reality is used as a training method. Soldiers
get trained to mentally and physically prepare them for the real mission. Gamers
use virtual reality to delve into the game field and to experience the game first
hand. Virtual reality allows them to be a part of the game. Entertainment and
virtual reality go hand in hand. Movie houses and production companys use
virtual reality to allow their audience to engage in the movies they produce. 3D
movies are a good example of this. Education is a very good way to experience
virtual reality. Virtual reality allows students or any person to experience what is
being taught in a 3D way. Individuals/students could learn more about a certain
period in history through virtual reality. Virtual reality also trains people in
extreme circumstances/situations that are harmful to perform in real life such as
going in to space. Virtual reality could be used for people who have a flying so
that instead of being drugged, they could just be immersed in a different reality.
Negative effects of virtual reality on business and the society? ? Business o They
lose out on customers o They lose out on profit o They have to retrench
employees o They have to liquidise ? Society o Individuals lose their jobs o They
become depressed o They become anti-social o This affects their health Many
companies have been using virtual reality. Virtual reality is a national technology
used all over the world. It has been in existence to the public since the late

1980s. However, it wa s silenced until a few years ago where it has become
more modernised and a more improve d virtual reality technology. Oculus was
one of the first companies to introduce this more imp roved and modernised
technology. Palmer Luckey who was and still remains the founder of Oculus
Virtual Reality, created his first prototype which is the CR1 that gives a 90 degree
fiel d of view. Thereafter he created a series of prototypes like exploring 3D
stereoscopy, wireles s and 270 degree field view. He was the inventor of Oculus
Rift, which was founded in 2012. It was the first headsets designed and created
to enhance the virtual world in the form of a h eadset. Facebook and Samsung
have also been investing millions into the industry. Oculus VR was the first to try
new products and has given other companies the idea and assistance of
producing VR headsets. Google has also launched an app called Cardboard. This
allows t he user to slot their Android device into a handmade cardboard viewer.
This Cardboard cann ot be bought as a product that is complete. One will have to
build it by his/herself by using th e required materials. The Samsung gear has
been released in 2015 and has been available with a virtual reality headset that
allows you to experience anything without having to physica lly be there.
Microsoft also created a prototype which was released in 2015. It was the first c
omputer that allows high definition holograms to come to life. This was an
augmented reality which is described as a mixed reality by Microsoft. South
Africa can unfortunately not look forward to its own entertainment centres as
yet. But t he agency, SDK was the first South African agency working and
developing for the Oculus R ift. Tis agency focuses on educating markets and the
benefits of VR. Also, South Africa uses VR in the mining sector and it has been
growing for the last 2 years. The Kumba Iron Ore Vir tual Reality Centre for Mine
Design has opened by the University of Pretoria and is used spe cifically for
mining purposes not entertainment. The aim of this centre is to provide a firsthan d experience of mining and understanding the causes and effects of
underground operations . This provides employers and employees on mines a
sense of being immersed in the mining industry. It helps users to prevents
accidents and mistakes in actual situations. Virtual reality in the mining sector us
also much cheaper than building mock-up mines to train employees a nd
therefore the use of VR will allow employees to communicate with regard to
changes in th e company. These developments have allowed employees,
employers, investors to gain app reciation to the industry. However, this
technology is quite costly and the industry might not b e able to keep up with the
costs. A product made in South Africa has also been produced in markets which
is called the Quackbox. It has the similarities of the google cardboard app. It i s
available but not much detail is provided regarding the product. INNOVATOR Oculus VR - Oculus Rift EARLY ADOPTER - Facebook - Made it widely available
EARLY MAJORITY - Sony, Samsung, Google LATE MAJORITY- Any new upcoming
markets, like SA (Quackbox) VR is still a new upcoming technology in certain
countries. Skills and different forms of adva nced technology has to be used in
order to create a product that is able to compete in the V R world. It can be
expected in a few years from now to have laggards in this type of technolo gy.
Virtual reality creates a digital form of marketing. Opportunities In South Africa,
the opportunities that are currently being pursued is the virtual reality Mine

design centre, virtual reality headset and the virtual reality 360 camera rig and
the virtual reality theme park Virtual reality Mine design centre How does it
work? It realistically stimulates a range of mining functions such as preventing
accidents and analysing risks to respond to dangerous situations and to test
evacuation procedures. This happens in a low risk learning environment with no
negative consequences. It involves screens from the floor to the ceiling and the
virtual reality simulator casts 360 3 dimensional high-quality images with
accurate sound effects. The impact that it has on commerce and society: It has a
positive impact because the virtual reality Mine design centre provides safe
training to students and mine workers on mine safety and issues relating to the
mining environment. Virtual reality headset How does it work? It is a type of
technology that lets the user understand of what it is being inside the game
because wherever you look so does your character. There are motion sensors in
the headgear that monitors the users movement so that the user can fully have
the gaming experience. The impact that it has on commerce and society The
impact of this product on society is to interact with real life situations on a social
level. This has a positive effect especially on youngsters to keep them off the
streets and keep them occupied. The impact that it has on society is that it gives
you a new experience of gaming, an experience that has never been felt before
so everybody would want this product. There is a blog that discusses all the
latest information on these products and promotes the virtual reality products in
South Africa. Examples of these products are the Sonys Morpheus and
Samsungs Gear Virtual reality. Virtual reality camera How does it work? The VR
camera is a set of GoPro cameras put together to get a 360 view of the
environment. The impact that it has on commerce and society It brings the
opportunity for people opportunities that this product can bring to the world is
that the people can make their own high definition videos and movies but with
view of a 360 degree landscape. Examples of this product are the GoPros 360degree camera, The Gear 360 and The Nikon KeyMission 360. 4Virtual reality
theme park The virtual reality theme park is a theme park that gives you the
cinematic virtual reality experience and takes into new dimensions where you
will experience worlds with no limits. The opportunity that this represents for
South Africa is that it will provide a better destination for tourism, which will
contribute more to the GDP of South Africa. The impact it has on the commerce
is that it will present opportunities for young innovators to present their ideas for
the future of virtual reality gaming. This also provides an opportunity for
businesses to invest in this start a new market in buying a selling of the new
games. The impact it has on society is that it provides people from different
backgrounds to engage in something that bring them together, a common
interest that brings differences together. An example of the virtual reality theme
park is The Void. 4. 2Virtual Reality and Augmented Reality Virtual Reality and
Augmented Reality are very similar and the impacts either of them have are also
similar. It can have negative as well as positive effects on business and the
society in the future. Virtual reality is an artificial world of images / sights and
sounds (sensory stimuli). This is created by a computer programme and is
affected by the actions of the person who experiences it. Augmented reality
integrates 1digital information with the users environment in real time. It 1uses

the existing environment and overlays new information on top of it. The negative
side of virtual and augmented reality is that it takes long to develop these
technologies, which may not be good news for commercial enterprises wishing to
invest in these technologies. However, as soon as this problem/challenge is
alleviated this technology will become more popular and it is predicted that it will
boost the market 2020. Virtual reality and augmented reality can cause bigger
distance between traditional and technology based relationships. People can
become more addicted to this technology and will spend nearly all their time in
the virtual world ignoring friends, parents, schoolwork and jobs, all part of real
life. Eventually the question will be why go to conferences, school, meetings or
business discussions if it can be done remotely. Social relationships will become
a memory as it will become almost non-existent. Focus will be moved away from
schoolwork, jobs and other responsibilities, eminating into a downward spiral in
the economy and education. On the positive side businesses can benefit in the
future as virtual and augmented reality are not fully adopted by everyone yet.
Once society is familiarised with virtual and augmented reality, businesses will
make more money because more people will be interested in purchasing the
newest technology on the market. It could possibly be on high demand. The
technological market will grow as revenue will grow as more people will be
buying it. Not only will the sellers of the final products benefit financially, but also
those companies supplying the technology and raw materials needed to produce
the final product. This will mean that not only one market will grow but that
others will also be affected positively through the purchasing of materials and
resources needed to produce devices. It will provide more effective means of
professional training especially for police officers, medical professionals and
military agents. Virtual reality and augmented reality will be used to train police
officers, military agents and medical professionals. It works like simulation of
situations and prepares these professional more efficiently and effectively for the
real events. Virtual reality and augmented reality might be able to 3transform
our society and increase the field of human knowledge by changing how we
perceive to learn, play and entertain. The question can be repeated positively as
to why go to conferences, school, meetings or travel extensively if you can have
richer deeper experiences in the comfort of your home and so spend more time
with your family and less on the road.

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