Holly crap, you do get it! I was trying to formulate a response in regards to your virtual reality simulation question, when I did what I usually do when an answer is not forthcoming: I started to poke around in your profile, looking for more information. I hope you don’t see this as an intrusion; I figured that the posts are out there to be read. I came across your thread on ‘Speculation on the Nature of Reality’ and am blown away. I didn’t doubt your sincerity in your e-mail on Sunday, just that the level of it is starting to sink in. You do get it. This means that I am getting it too, but it required reading someone else’s posts to understand the scale. I am not able in joining you (yet) in an intellectual discussion of VR. I am familiar with Tom Campbell; I have taken one of his workshops. (By the way, I much appreciate you saving me from having to read his book. I questioned his take on reincarnation and saw a rather irritable and dogmatic …show more content…
My take is that those stages don’t just apply to grieving but can be applied to dealing with negative emotions in general. To bring a long story to an end, my background is healing (along with risk management). This is how I view the world and where I see the solutions arise. True healing is re-establishing connection which starts with our bodies, our hearts and minds and radiates out from there into relationships with others and our environment. You just can’t go through life harming other people or being mindless on your impact when you radiate as a whole, healthy, connected and empowered human being. I am intrigued by the possibility of using a game to bring forth healing solutions. So far story telling has been one of the few ways of reaching the masses. Computers and smart phones another. The time for virtual reality may well have arrived. I have never played such a game; my exposure is limited to Sci-Fi
Although this specific program will likely not become available to average consumers, the same foundations for the simulation will be available on the marketplace while being affordable at the same time. In time, applied use of virtual reality such as the Oculus Rift will become mainstream and accepted in everyday life not only due its entertainment value, but also due to its affordability for consumers everywhere. Thoughts of virtual reality often resemble fantastical scenarios reminiscent of scenes in movies with similar themes like Gamer, The Matrix, Total Recall, and Inception. After one delves into the VR technology in products such as the Oculus Rift, one will begin to believe, and he or she will brace themselves for the tidal wave that is the paradigm shift of virtual reality.
Elisabeth Kübler-Ross identified five stages of grief: shock, denial, anger, bargaining, and acceptance. Developmental psychologists have learned that not everyone experiences all of the stages in response to loss, and that they can alternate, and even overlap. Overall, the goal is to accept and move through the changeable process, not to “finish grieving.”
The thesis of her article was that there are 5 stages a person goes through when dealing with some kind of loss or bereavement. Not everyone goes through each and every stage and neither does everyone go through a precise order . The five stages, denial, anger, bargaining, depression and acceptance were never meant to help secrete messy emotions into neat packages.
The College of Computer Science is a diverse academic community where conversations surrounding research and innovation are endless. One of such conversations is virtual reality, which plays a major role in the discourse of my academic community. As one of the major research areas in this discourse community, people in this community are talking about different ways virtual reality can be implemented into classes or throughout campus. Virtual reality has both positive and negative constraints. One positive constraint is the abundance of virtual reality products that are created by a wide range of companies. In this academic discourse community, a positive constraint is everyone researching virtual reality can interact and use the technology for further research in the field. One negative constraint is that despite these welcomed innovations, virtual reality also poses some problems, one of them being how expensive the technology is to the average consumer. More specifically in this academic discourse community, another negative constraint is the technology can be dangerous if not handled properly by students or professors. Virtual reality is currently in early development but as it evolves it has the potential to be as great as the iPhone in sales. So, my question is, “Is virtual reality the next piece of technology to have a major impact on the world?”
We submit here a proposal outlining new applications of virtual reality (VR) towards therapeutic treatments within healthcare. Specifically, we recommend that the Kaiser Medical Groups consider implementing new VR-based therapies within their hospitals in order to improve the quality of patient care and in some cases, to reduce the cost of treatments.
The use of simulation as a tool for developing and assessing surgical competencies in different fields of medicine has extensively been studied. By incorporating the use of virtual reality simulation (VRS), cataract surgery training has moved from the traditional Halstedian method1 to a more holistic method that facilitates the process of learning.2 The significant effects of using a VRS method in the improvement of different microsurgical skills, especially in ophthalmology, have been widely reported in the literature.3-7
Once the technology had been developed to a point where it could actually be utilized, VR was often seen as more of a tool than a new method of entertainment. The technology was fine-tuned and then used in flight simulators during the 70s to train pilots before they got into a real plane. The technology then made its way to the entertainment industry during the video-game boom of the 80s. Since its inception, Virtual Reality technology has found a wide range of uses in very unpredictable ways. The military, the space program, medical students and even driving schools use virtual training environments that take place in a version of Virtual Reality.
The Denial and Anger Stage begins early in the grieving process (Manning, 2011). Denial is the way a person responds to disbelief or shock and is used as a coping mechanism. Anger is when a person gets mad at God or another person. The Bargaining Stage is a cycle that deals with grief, however, it can also be seen as an effort to reason with whom or what facilitated the loss, and it may be linked with denial. The Depression Stage is a psychological side effect of loss. However, grieving is a normal part of depression, but for long periods of time, it can result in long term depression. The last stage is Acceptance or Resolution Stage which is the end of your mourning period. There is no specific time frame to end grieving because every individual
Over the years, however, these have been linked to other forms of loss, such as the loss of friendships or relationships or the loss of a limb (Help guide, 2016). The stages are seen as a tool to help us frame and identify what we may be feeling as a result of various losses in our lives (Smith, J, 2011). However not everyone will go through each stage or in any set order (Patricelli, K, 2016). Denial is the first stage of Kubler Ross’s stages of grief and is the phase where a person is in a state of shock and finds it hard to accept that the loss has taken place (Patricelli, K, 2016). They may feel as though they are having a bad dream, and they will wake up expecting that the loss hasn’t occurred and that things will be back to normal (Smith, J, 2011). After an individual has passed through the denial stage they may begin to have feelings of anger, abandonment and unfairness (Patricelli, K, 2016). They may start to think, “I hate her for doing that,” or “I hate him for dying!” and direct anger outward by blaming the doctors, family, friends or God, or turn the anger inwards blaming themselves for what has happened (Smith, J, 2011). Next comes Bargaining which is when an individual begs for the loss to be undone and promises of better behaviour or significant life changes which will be made in exchange for the reversal of the loss (Patricelli, K, 2016). “What if I devote the rest of my life to helping others? Then can I wake up and realize this has all been a bad dream?” (Help guide, 2016). Once an individual realises that Anger and Bargaining are not going to reverse the loss, they may then fall into a Depression stage (Patricelli, K, 2016). During this period, grieving people may become upset, start to feel empty, experience sleep or eating habit changes, or withdraw from other
The pros of virtual reality outweigh the cons of virtual reality. Virtual reality help a lot of people that are lonely and giving them some help, maybe boosting their confidence or even providing them with information on how to do something like getting a date. According to the source: “ ‘A lot of people are lonely.’ Anderson admits. ‘ They want some sort of entertainment or companionship or a little bit of both.’” (Article 2, Page 8) This shows how, virtual reality can be used to help out the lonely people, the people that don't have confidence. Virtual reality is more of like a voice for the voiceless. Also, another way virtual reality shows how it has many pros, and those pros beat out the cons the following shows this from the text (My Virtual Girlfriend) : “I’ve been in a real relationship for almost a year and , in some ways, playing My Virtual Girlfriend reminded me of what my boyfriend and my early dalliances felt like.” Furthermore, both quotes support the claim of how people are struggling and disabled people, letting people believe, and it gives a pro over a con. It doesn't let people struggle, it gives people options, and you may ask how? Well, virtual reality allows you to believe that you are this, you are good at this that feeds into your mind and you begin to build your confidence to get that entertainment to go out
This type of technology would also impact our entertainment industry. People could simulate vacations and other environments that would allow for enjoyment without leaving their homes. I really don't foresee any problems with this type of technology as long as all participants are willing. Virtual reality can help us to understand the world around us on a new level. People could interact and learn more about the environment around them that they might not have understood before. Virtual reality seems to be based on manipulation but as long
Virtual reality(VR) is a relatively new frontier in the technology industry. So new in fact, that, at its current stage, what it is and its potentials are unfamiliar to the general public. VR originally started gaining momentum as a new platform to game on, but its potential must be analyzed broadly in more than just one vocation. Because of the immersion VR provides, it has an immense capacity to benefit the educational field. Everyone is unique in the way they learn best; some people learn best by reading, some people learn audibly better, and, some people learn visually.
VR is more than an upgraded version of Cinerama or a theme park ride, as it achieves not only a greater sense of presence, but through the use of computer technology, the capacity to direct one’s gaze and movements so that one can explore and move around inside the illusory flow of images [3]. The main imperfection in simulation at present comes from the difficulties inherent in presenting a sufficiently convincing computer generated image. Presenting a convincing visual input to a human being requires a computer which can handle a vast amount of information. This is both difficult and expensive with existing technology.
Being one of the new up and coming technologies of today, we hear about virtual reality all over but sometimes don’t even know what the term really means. Virtual reality is “a technology that allows the user to go beyond the computer screen and enter a three-dimensional, computer-generated world (Virtual Reality Resources).” In other words, virtual reality is the users interacting with the computer and actually becoming a part of what is happening in the imaginary world, bringing it to life. It is actually a simulation of some aspect of the real world that is basically interactive (Tate).
Virtual reality defined as to produce and create the effect of an interactive 3D world in which the objects have a sense of spatial presence by using computer technologies. Our perceptual and cognitive system will be presented by precise clues in order for our brain to interpret and understand those clues as outside object in 3D world. In addition, virtual reality suggest a lot of benefits and advantages to education of technical such as delivery information through multiple active channels, addressing of dissimilar learning styles, experiential-based learning and so on ( Bell & Fogler, 2004, p 217).