THE VIRTUAL TIMESThe Past, Present, and Future of Immersive Reality
August 9, 2019
Immersive Education, in essence, describes one being engrossed into a culture. Now, instead of the outdated method of physically traveling to a place, one may be immersed using synthetic 3-D technology to recreate a space. Anyone can efficiently travel via a synthetic reality to the Taj Maha, the Coliseum, or Jerusalem. Different generations lead to the future of technological capabilities.
Ten years ago the first generation 3-D media meant simple shading and depth. Immersive education originated from simulations produced by the army and medical groups. Web sites like
Gizmoz.com pioneered artificial intelligence. This website created 3-D clips where characters would have facial characteristics of reactions and responses. Second life was another program which displayed real time 3-D through a real life persons avatar point of view. The program used textured mapping to create a 3-D scene. This was the starting point of virtual reality simulations.
In second generation technologies immersive education was a
mixed reality, which moved into schools followed by general public use. It utilized pattern recognition with a simple web cam matched against a computer inventory.

The possibilities of hands-on experimentation by manipulating and examining 3-D structures increased peoples interest, incentive, and excitement to perform task thereby learning very efficiently. Avatars were created by people or computer programs called bots. The graphics were distinguished from first generation avatars by real time lighting. The skin of an avatar had sub dermal reflective properties. Also, facial expressions and a detailed polygon mesh combined to create a 100% realistic avatar. Online learning overpowered school campuses and Hollywood was replaced by the gaming industry causing a stress on the economic aspect of culture.
We have come so far and achieved a functional 3-D reality. Second generation technology was limited to the avatar being visually realistic. Upon wearing the 3-D virtual world glasses a new realm of reality is possible. There are the different operations of educational, entertainment, and career based. In this virtual realm one is immersed into a new reality where the interaction with items and people appear to be actual not only visually but physically as well. This technology connects avatar bots and human avatars through the web to interact in different worlds with a real time telepresence. Synthetic people are indistinguishable from actual people. In today’s technical generation the physical reality and virtual reality are intertwined. The world has become globalized. People are sharp and intelligent because of our ability for retention and have a deeper understanding of technology and the universe that surrounds us. Though still pending is avatar bot rights and equality.
Today’s technology has developed the tools needed to create a virtual reality where
people around the world have the same access to immersion in the virtual reality.
The key is the minimization of time and price to create the virtual world. When
immersion happens one is faced with the feeling of actually being in an environment
of a specific state of reality. With technology doubling in power and capability
everyday it is beyond the human mind to render the possibilities of the future. It is
only possible for the virtual reality simulations to predict the infinitely plausible
future of immersive education.
By Ashley Kraft
“I’ll meet you on the web”