Virtual environment

A virtual environment is a networked application that allows a user to interact with both the computing environment and the work of other users. Email, chat, and web-based document sharing applications are all examples of virtual environments. Simply put, it is a networked common operating space. Once the fidelity of the virtual environment is such that it "creates a psychological state in which the individual perceives himself or herself as existing within the virtual environment" [1] then the virtual environment (VE) has progressed into the realm of immersive virtual environments (IVEs).

## Contents

* 1 Types of Virtual Environments
* 2 Applications of Virtual Environments
* 3 Technological Components
* 4 Future of Virtual Environments
* 5 Notes
* 6 References

## Types of Virtual Environments

Collaborative Virtual Environments (CVEs): These environments support real-time interaction between multiple users, often represented by avatars. Popular platforms include Second Life,Slack, and Zoom, which are used for collaboration in education and remote work.[2] CVEs foster teamwork by simulating shared spaces for communication and resource sharing.

Immersive Virtual Environments (IVEs): IVEs use VR headsets and motion tracking to create highly realistic environments. IVEs are applied in fields such as healthcare for surgical training, in the military for simulation-based training, and in psychotherapy to treat anxiety disorders through virtual exposure therapy. Gaming and entertainment industries also heavily employ IVEs for fully immersive experiences.

Augmented Virtual Environments (AVEs): AVEs combine virtual reality (VR) with augmented reality (AR) elements, where users can see and interact with virtual objects superimposed on the real world.[3] Devices such as Microsoft HoloLens and Google Glass are examples of AVEs, offering applications in industrial training, remote assistance, and collaborative design.

## Applications of Virtual Environments

Education: VEs are revolutionizing education through virtual classrooms and labs, allowing remote students to engage in interactive learning experiences. Platforms like Google Classroom, and Blackboard provide tools for resource sharing, assessments, and live interactions.

Virtual Meetings and Remote Work: VEs have transformed business operations , especially with the increased demand for remote work. Tools such as Zoom,Microsoft Teams, and Cisco Webex enable virtual meetings, allowing real-time collaboration across geographical boundaries. These platforms incorporate features like screen sharing and document collaboration.

Training Simulations:  VEs are critical in fields that require practical training in controlled environments. For example, flight simulators allow pilots to practice flight maneuvers in a safe virtual space, while medical professionals use virtual surgical simulators to improve their skills .

## Technological Components

3D Graphics: VEs rely on 3D graphics to create interactive, lifelike spaces. Engines like Unity and Unreal Engine are widely used to develop these environments, simulating physical attributes such as texture, depth, and lighting .

Networked Communication: Real-time communication and interaction between users depend on stable, high-speed networks. Peer-to-peer (P2P) and client-server architectures are commonly used to synchronize data between users in CVEs and IVEs .

Haptic Feedback: To enhance immersion, VEs often incorporate haptic feedback technology, which provides tactile responses to users interacting with virtual objects. This is particularly useful in IVEs where physical sensations can simulate real-world interactions.

## Future of Virtual Environments

The next generation of virtual environments will likely see advancements in AI-driven avatars, full-body motion tracking, and enhanced haptic feedback. These innovations will further blur the line between physical and virtual spaces, offering more realistic and immersive experiences. VEs are expected to continue impacting fields such as healthcare, education, and entertainment, with widespread adoption of VR and AR technologies.[4]

## Notes

1. ↑ (Blascovich, 2002, p. 129)
2. ↑ (Schroeder, 2008)
3. ↑ Fox, J., (2009)
4. ↑ Huang, R., (2020)

## References

* Blascovich, J. (2002). Social Influence within Immersive Virtual Environments. In R. Schroeder (Ed.), The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments (pp. 127-145). London: Springer.

* Fox, J., (2009). Virtual Reality: A Survival Guide for the Social Scientist. Arena, D., & Bailenson, J. N. Journal of Media Psychology, 21(3), 95-113.

* Huang, R., (2020). The Impact of VR and AR on STEM Education. Ritzhaupt, A. D., Sommer, M., & Zhu, J. Educational Technology Research and Development, 68, 179–180.

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