Applications of IECT
Applications of IECT
Applications of IECT
IECT stands for Information Electronics and Communication Technology. The applications of IECT
are as follows −
E-governance
Multimedia and Entertainment
E-governance
Multimedia refers to combination of text, audio, video, graphics, animation, etc. It is one of
applications of IECT. Multimedia is used to improve quality of presentation by incorporating
information sharing, usage of graphics and animation, motion capture, etc.
e-governance
Electronic governance or e-governance is the application of information
technology for delivering government services, exchange of information,
communication transactions, integration of various stand-alone systems between
government to citizen (G2C), government-to-business (G2B), government-to-
government (G2G), government-to-employees (G2E) as well as back-
office processes and interactions within the entire governance framework.
[1]
Through e-governance, government services are made available to citizens
through IT. The three main target groups that can be distinguished in governance
concepts are government, citizens, and businesses/interest groups.
Although the two terms are often used interchangeably, there is a difference between e-governance
and e-government. E-government refers to the use of the ICTs in public administration which, when
combined with organizational change and new skills, are intended to improve public services and
democratic processes and to strengthen support to the public. However, e-government has no
provision for governance of ICTs. The governance of ICTs typically requires a substantial increase
in regulation and policy-making capabilities, as well as additional expertise and opinion-shaping
processes among various social stakeholders. The perspective of e-governance is "the use of the
technologies that both help to govern and have to be governed".[2] The central goal of e-governance
is to reach the beneficiary and to ensure that their service needs are met. Ideally, the government
will automatically recognize the importance of achieving this goal in order to maximize its efficiency.
Government to citizen[edit]
The goal of government-to-citizen (G2C) e-governance is to offer a variety of ICT services to citizens
in an efficient and economical manner and to strengthen the relationship between government and
citizens using technology.
There are several methods of G2C e-governance. Two-way communication allows citizens to instant
message directly with public administrators, and cast remote electronic votes (electronic voting) and
instant opinion voting. These are examples of e-Participation. Other examples included the payment
of taxes and services that can be completed online or over the phone. Mundane services such as
name or address changes, applying for services or grants, or transferring existing services are more
convenient and no longer have to be completed face to face.[3]
By country[edit]
G2C e-governance is unbalanced across the globe as not everyone has Internet access and
computing skills, but the United States, European Union, and Asia are ranked the top three in
development.
The Federal Government of the United States has a broad framework of G2C technology to
enhance citizen access to Government information and services. benefits.gov is an official US
government website that informs citizens of benefits they are eligible for and provides information on
how to apply for assistance. US State Governments also engage in G2C interaction through
the Department of Transportation, Department of Public Safety, United States Department of Health
and Human Services, United States Department of Education, and others.[4] As with e-governance
on the global level, G2C services vary from state to state. The Digital States Survey ranks states on
social measures, digital democracy, e-commerce, taxation, and revenue. The 2012 report
shows Michigan and Utah in the lead and Florida and Idaho with the lowest scores.[4] Municipal
governments in the United States also use government-to-customer technology to complete
transactions and inform the public. Much like states, cities are awarded for innovative technology.
Government Technology's "Best of the Web 2012" named Louisville, KY, Arvada, CO, Raleigh, NC,
Riverside, CA, and Austin, TX the top five G2C city portals.[5]
European countries were ranked second among all geographic regions. The Single Point of Access
for Citizens of Europe supports travel within Europe and Europe is a 1999 initiative supporting an
online government. Main focuses are to provide public information, allow customers to have access
to basic public services, simplify online procedures, and promote electronic signatures.[4] Estonia is
the first and the only country[6] in the world with e-residency which enables anyone in the world
outside Estonia to access Estonian online services. One caveat of the Estonia e-residency program
is that it does not give e-residents physical rights to the country. This means that unless the e-
resident buys land they do not get to participate in the democratic processes. The benefit to e-
residents is the opportunity to develop business in the digital European Union market.
Neighboring Lithuania launched a similar e-Residency program.
Asia is ranked third in comparison, and there are diverse G2C programs between
countries. Singapore's eCitizen Portal is an organized single access point to government information
and services. South Korea's Home Tax Service (HTS) provides citizens with 24/7 online services
such as tax declaration. Taiwan has top ranking G2C technology including an online motor vehicle
services system, which provides 21 applications and payment services to citizens.[4] India's e-
governance programs have found success in regional areas. This is likely due to the ability to meet
the language and literacy differences among their constituents.
One such Federal G2C network is USA.gov, the United States' official web portal, though there are
many other examples from governments around the world.[7]
Concerns[edit]
A full switch to government-to-citizen e-governance will cost a large amount of money in
development and implementation.[3] In addition, government agencies do not always engage citizens
in the development of their e-gov services or accept feedback. Customers identified the following
barriers to government-to-customer e-governance: not everyone has Internet access, especially in
rural or low-income areas, G2C technology can be problematic for citizens who lack computing
skills. Some G2C sites have technology requirements (such as browser requirements and plug-ins)
that won't allow access to certain services, language barriers, the necessity for an e-mail address to
access certain services, and a lack of privacy.[8]
Government to employees[edit]
"G2E" redirects here. For gaming trade show, see Global Gaming Expo.
E-governance to Employee partnership (G2E) Is one of four main primary interactions in the delivery
model of E-governance. It is the relationship between online tools, sources, and articles that help
employees to maintain the communication with the government and their own companies. E-
governance relationship with Employees allows new learning technology in one simple place as the
computer. Documents can now be stored and shared with other colleagues online.[9]
E-governance makes it possible for employees to become paperless and makes it easy for
employees to send important documents back and forth to colleagues all over the world instead of
having to print out these records or fax[10] G2E services also include software for maintaining
personal information and records of employees. Some of the benefits of G2E expansion include:
E-payroll – maintaining the online sources to view paychecks, pay stubs, pay
bills, and keep records for tax information.
E-benefits – be able to look up what benefits an employee is receiving and
what benefits they have a right to.
E-training – allows for new and current employees to regularly maintain the
training they have through the development of new technology and to allow new
employees to train and learn over new materials in one convenient location. E-
learning is another way to keep employees informed on the important materials
they need to know through the use of visuals, animation, videos, etc. It is usually
a computer-based learning tool, although not always. It is also a way for
employees to learn at their own pace ( distance learning), although it can be
instructor-led.
Maintaining records of personal information – Allows the system to keep all
records in one easy location to update with every single bit of information that is
relevant to a personal file. Examples being social security numbers, tax
[11]
information, current address, and other information.
G2E is an effective way to provide e-learning to the employees, bring them together and to promote
knowledge sharing among them.[15] It also gives employees the possibility of accessing information
in regard to compensation and benefits policies, training and learning opportunities and civil rights
laws.[12][15][16] G2E services also include software for maintaining personal information and records of
employees.[16]
G2E is adopted in many countries including the United States, Hong Kong, and New Zealand.[17]
Government to government[edit]
E-government[edit]
From the start of 1990s e-commerce and e-product, there has rampant integration of e-forms of
government process. Governments have now tried to use the efficiencies of their techniques to cut
down on waste. E-government is a fairly broad subject matter, but all relate to how the services and
representation are now delivered and how they are now being implemented.
Many governments around the world have gradually turned to Information technologies (IT) in an
effort to keep up with today's demands. Historically, many governments in this sphere have only
been reactive, but recently there has been a more proactive approach in developing comparable
services such things as e-commerce and e-business.[18]
Before, the structure emulated private-like business techniques. Recently that has all changed as e-
government begins to make its own plan. Not only does e-government introduce a new form of
record keeping, but it also continues to become more interactive to better the process of delivering
services and promoting constituency participation.
The framework of such an organization is now expected to increase more than ever by becoming
efficient and reducing the time it takes to complete an objective. Some examples include paying
utilities, tickets, and applying for permits. So far, the biggest concern is accessibility to Internet
technologies for the average citizen. In an effort to help, administrations are now trying to aid those
who do not have the skills to fully participate in this new medium of governance, especially now as
e-government progressing to more e-governance though.
An overhaul of the structure is now required as every pre-existing sub-entity must now merge under
one concept of e-government. As a result, Public Policy has also seen changes due to the emerging
of constituent participation and the Internet. Many governments such as Canada's have begun to
invest in developing new mediums of communication of issues and information through virtual
communication and participation. In practice, this has led to several responses and adaptations by
interest groups, activist, and lobbying groups. This new medium has changed the way the polis
interacts with government.
Editorial[edit]
The purpose to include e-governance to government is to means more efficient in various aspects.
Whether it means to reduce cost by reducing paper clutter, staffing cost, or communicating with
private citizens or public government. E-government brings many advantages to play such as
facilitating information delivery, application process/renewal between both business and private
citizen, and participation with the constituency. There are both internal and external advantages to
the emergence of IT in government, though not all municipalities are alike in size and participation.
In theory, there are currently four major levels of E-government in municipal governments:[19]
These, along with 5 degrees of technical integration and interaction of users include:
The International City/County Management Association and Public Technology Inc. have done
surveys over the effectiveness of this method. The results are indicating that most governments are
still in either the primary stages (stage 1 or 2), which revolves around public service requests.
Though application of integration is now accelerating, there has been little to no instigating research
to see its progression as e-governance to the government. We can only theorize it's still within the
primitive stages of e-governance.
Overview[edit]
Government-to-Government (abbreviated G2G) is the online non-commercial interaction between
Government organizations, departments, and authorities and other Government organizations,
departments, and authorities. Its use is common in the UK, along with G2C, the online non-
commercial interaction of local and central Government and private individuals, and G2B the online
non-commercial interaction of local and central Government and the commercial business sector.
Objective[edit]
The strategic objective of e-governance, or in this case G2G is to support and simplify governance
for government, citizens, and businesses. The use of ICT can connect all parties and support
processes and activities. Other objectives are to make government administration more transparent,
speedy and accountable while addressing the society's needs and expectations through efficient
public services and effective interaction between the people, businesses, and government.[20]
Government-to-government model
Delivery model[edit]
Within every of those interaction domains, four sorts of activities take place:[21] [22]
Pushing data over the internet, e.g.: regulative services, general holidays, public hearing schedules,
issue briefs, notifications, etc. two-way communications between one governmental department and
another, users will interact in dialogue with agencies and post issues, comments, or requests to the
agency. Conducting transactions, e.g.: Lodging tax returns, applying for services and grants.
Governance, e.g.: To alter the national transition from passive info access to individual participation
by:
Government to business[edit]
"G2B" redirects here. For the scientific journal, see Genes, Brain and Behavior.
Objective[edit]
The objective of G2B is to reduce difficulties for business, provide immediate information and enable
digital communication by e-business (XML). In addition, the government should re-use the data in
the report proper, and take advantage of commercial electronic transaction protocol.[24] Government
services are concentrated on the following groups: human services; community services; judicial
services; transport services; land resources; business services; financial services and other.[25] Each
of the components listed above for each cluster of related services to the enterprise.
E-Government provides a greater amount of information that the business needed, also it makes
that information more clear. A key factor in business success is the ability to plan and forecast
through data-driven future. The government collected a lot of economic, demographic and other
trends in the data. This makes the data more accessible to companies which may increase the
chance of economic prosperity.
Disadvantages[edit]
The government should concern that not all people are able to access the internet to gain online
government services. The network reliability, as well as information on government bodies, can
influence public opinion and prejudice hidden agenda. There are many considerations and
implementation, designing e-government, including the potential impact of government and citizens
of disintermediation, the impact on economic, social and political factors, vulnerable to cyber
attacks, and disturbances to the status quo in these areas.[28]
G2B rises the connection between government and businesses. Once the e-government began to
develop, become more sophisticated, people will be forced to interact with e-government in the
larger area. This may result in a lack of privacy for businesses as their government gets their more
and more information. In the worst case, there is so much information in the electron transfer
between the government and business, a system which is like totalitarian could be developed. As
the government can access more information, the loss of privacy could be a cost.[29][30]
The government site does not consider about "potential to reach many users including those who
live in remote areas, are homebound, have low literacy levels, exist on poverty line incomes."[31]
Overview[edit]
The main goal of government to business is to increase productivity by giving business more access
to information in a more organize manner while lowering the cost of doing business as well as the
ability to cut "red tape", save time, reduce operational cost and to create a more transparent
business environment when dealing with government.
Conclusion
The overall benefit of e-governance when dealing with business is that it enables the business to
perform more efficiently.
Multimedia
Multimedia is a form of communication that uses a combination of different content forms such
as writing, audio, images, animations, or video into a single interactive presentation, in contrast to
traditional mass media, such as printed material or audio recordings, which features little to no
interaction between users. Popular examples of multimedia include video podcasts, audio
slideshows and animated videos. Multimedia also contains the principles and application of effective
interactive communication such as the building blocks of software, hardware, and other
technologies. The five main building blocks of multimedia are text, image, audio, video, and
animation.[1]
Multimedia can be recorded for playback on computers, laptops, smartphones, and other electronic
devices. In the early years of multimedia, the term "rich media" was synonymous with interactive
multimedia. Over time, hypermedia extensions brought multimedia to the World Wide Web and
streaming services became more common.
Terminology[edit]
The term multimedia was coined by singer and artist Bob Goldstein (later 'Bobb Goldsteinn') to
promote the July 1966 opening of his "Lightworks at L'Oursin" show in Southampton, New York,
Long Island.[2] Goldstein was perhaps aware of an American artist named Dick Higgins, who had two
years previously discussed a new approach to art-making he called "intermedia".[3]
On August 10, 1966, Richard Albarino of Variety borrowed the terminology, reporting: "Brainchild of
song scribe-comic Bob ('Washington Square') Goldstein, the 'Lightworks' is the latest multi-
media music-cum-visuals to debut as discothèque fare."[4] Two years later, in 1968, the term
"multimedia" was re-appropriated to describe the work of a political consultant, David Sawyer, the
husband of Iris Sawyer—one of Goldstein's producers at L'Oursin.
In the 1993 first edition of Multimedia: Making It Work, Tay Vaughan declared "Multimedia is any
combination of text, graphic art, sound, animation, and video that is delivered by computer. When
you allow the user – the viewer of the project – to control what and when these elements are
delivered, it is interactive multimedia. When you provide a structure of linked elements through
which the user can navigate, interactive multimedia becomes hypermedia."[5] This book contained
the Tempra Show software.[6] This was a later, rebranded, version of the 1985 DOS multimedia
software VirtulVideo Producer about which the Smithsonian declared "It is one of the first, if not the
first, multi-media authoring system on the market."[7]
The German language society Gesellschaft für deutsche Sprache recognized the word's significance
and ubiquitousness in the 1990s by awarding it the title of German 'Word of the Year' in 1995.[8] The
institute summed up its rationale by stating "[Multimedia] has become a central word in the
wonderful new media world".[9]
In common usage, multimedia refers to the usage of multiple mediums of communication including
video, still images, animation, audio, and text in such a way that can be accessed interactively.
Video, still images, animation, audio, and written text are the building blocks on which multimedia
takes shape. Much of the content on the web today falls within this definition as understood by
millions. Some computers which were marketed in the 1990s were called "multimedia" computers
because they incorporated a CD-ROM drive, which allowed for the delivery of several hundred
megabytes of video, picture, and audio data. That era saw also a boost in the production
of educational multimedia CD-ROMs. A standard CD-ROM can hold on average 700 megabytes of
data, while the maximum size a 3.5 inch floppy disk can hold is 2.8 megabytes, with an average of
1.44 megabytes. [10]
The term "video", if not used exclusively to describe motion photography, is ambiguous in
multimedia terminology. Video is often used to describe the file format, delivery format, or
presentation format instead of "footage" which is used to distinguish
motion photography from "animation" of rendered motion imagery. Multiple forms of information
content are often not considered modern forms of presentation such as audio or video. Likewise,
single forms of information content with single methods of information processing (e.g. non-
interactive audio) are often called multimedia, perhaps to distinguish static media from active media.
In the fine arts, for example, Leda Luss Luyken's ModulArt brings two key elements of musical
composition and film into the world of painting: variation of a theme and movement of and within a
picture, making ModulArt an interactive multimedia form of art. Performing arts may also be
considered multimedia considering that performers and props are multiple forms of both content and
media.
Major characteristics[edit]
Multimedia presentations are presentations featuring multiple types of media. The different types of
media can include text, graphics, audio, video and animations. These different types of media
convey information to their target audience and effectively communicate with them. Videos are a
great visual example to use in multimedia presentations because they can create visual aids to the
presenter's ideas. They are commonly used among education and many other industries to benefit
students and workers, as they effectively retain chunks of information in a limited amount of time
and can be stored easily. Another example is charts and graphs, as the presenters can show their
audience the trends using data associated with their researches. This provides the audience a visual
idea of a company's capabilities and performances.[11] Audio also helps people understand the
message being presented, as most modern videos are combined with audio to increase its
efficiency, while animations are made to simplify things from the presenter's perspective. These
technological methods allow efficient communication and understanding across a wide range of
audiences (with an even wider range of abilities) throughout different fields.
Multimedia games and simulations may be used in a physical environment with special effects, with
multiple users in an online network, or locally with an offline computer, game
system, simulator, virtual reality or augmented reality.
The various formats of technological or digital multimedia may be intended to enhance the users'
experience, for example to make it easier and faster to convey information. Or in entertainment or
art, combine an array of artistic insights that includes elements from different art forms to engage,
inspire, or captivate an audience.
Categorization[edit]
Multimedia may be broadly divided into linear and non-linear categories:
1. Linear active content progresses often without any navigational control, only
focusing on the user to watch the entire piece by involving higher levels of
emotional and sensory stimulation based on what's being shown as a cinema
presentation;
2. Non-linear uses interactivity to control progress as with a video game or self-
paced computer-based training so that the actions made will be based on how
the user interacts within the simulated world. Hypermedia is an example of
non-linear content.
Usage/application[edit]
Creative industries[edit]
Creative industries use multimedia for a variety of purposes ranging from fine arts, to entertainment,
to commercial art, to journalism, to media and software services provided for any of the industries
listed below. An individual multimedia designer may cover the spectrum throughout their career.
Request for their skills range from technical, to analytical, to creative.
Commercial uses[edit]
Much of the electronic old and new media used by commercial artists in multimedia.. Advertising
companies rely heavily on social interfaces and television to promote products. Using these
platforms, they are able to express their message or persuade a targeted audience. Business to
business and interoffice communications are often developed by creative services firms for
advanced multimedia presentations beyond simple slide shows to sell ideas or liven up training.
Commercial multimedia developers may be hired to design for governmental services and nonprofit
services applications as well. In addition, the prominence of data mining within multimedia platforms
in order to adjust marketing techniques based on the data they mine is a crucial and notable practice
of commercial advertisement to efficiently understand the demographic of a target audience.[12] In
recent years a new trend of multimedia has arrived, a new sort of digital billboard placed on the side
of buildings and usually wrapping around the side of it. These take clips made at differing angles to
trick the brain into seeing them as 3-Dimensional, like they're leaving the billboard entirely. This
makes them eye-catching and therefore more likely to draw in people's attention which is of course,
very good for commercial purposes.
Education[edit]
In education, multimedia is used to produce computer-based training courses (popularly called
CBTs) and reference books like encyclopedia and almanacs. A CBT lets the user go through a
series of presentations, text about a particular topic, and associated illustrations in various
information formats.
Learning theory in the past decade has expanded dramatically because of the introduction of
multimedia. Several lines of research have evolved, e.g. cognitive load and multimedia learning.
From multimedia learning (MML) theory, David Roberts has developed a large group lecture practice
using PowerPoint and based on the use of full-slide images in conjunction with a reduction of visible
text (all text can be placed in the notes view' section of PowerPoint).[13] The method has been
applied and evaluated in 9 disciplines. In each experiment, students' engagement and active
learning have been approximately 66% greater, than with the same material being delivered using
bullet points, text, and speech, corroborating a range of theories presented by multimedia learning
scholars like Sweller and Mayer.[14] The idea of media convergence is also becoming a major factor
in education, particularly higher education. Defined as separate technologies such as voice (and
telephony features), data (and productivity applications), and video that now share resources and
interact with each other, media convergence is rapidly changing the curriculum in universities all
over the world. Higher education has been implementing the use of social media applications such
as Twitter, YouTube, Facebook, etc. to increase student collaboration and develop new processes
in how information can be conveyed to students.[15]
Educational technology[edit]
Social work[edit]
Multimedia is a robust education methodology within the social work context. The five different
multimedia which supports the education process are narrative media, interactive media,
communicative media, adaptive media, and productive media. Contrary to long-standing belief,
multimedia technology in social work education existed before the prevalence of the internet. It takes
the form of images, audio, and video into the curriculum.
First introduced to social work education by Seabury & Maple in 1993, multimedia technology is
utilized to teach social work practice skills including interviewing, crisis intervention, and group work.
In comparison with conventional teaching method, including face-to-face courses, multimedia
education shortens transportation time, increases knowledge and confidence in a richer and more
authentic context for learning, generates interaction between online users, and enhances
understanding of conceptual materials for novice students.
Mayer's Cognitive Theory of Multimedia Learning suggests, "people learn more from words and
pictures than from words alone." According to Mayer and other scholars, multimedia technology
stimulates people's brains by implementing visual and auditory effects, and thereby assists online
users to learn efficiently. Researchers suggest that when users establish dual channels while
learning, they tend to understand and memorize better. Mixed literature of this theory are still
present in the field of multimedia and social work.[20][21][22]
Language communication[edit]
With the spread and development of the English language around the world, multimedia has
become an important way of communicating between different people and cultures. Multimedia
Technology creates a platform where language can be taught. The traditional form of teaching
English as a Second Language in classrooms have drastically changed with the prevalence of
technology, making easier for students to obtain language learning skills. Multimedia motivates
students to learn more languages through audio, visual and animation support. It also helps create
English contexts since an important aspect of learning a language is developing their grammar,
vocabulary and knowledge of pragmatics and genres. In addition, cultural connections in terms of
forms, contexts, meanings and ideologies have to be constructed.[citation needed] By improving thought
patterns, multimedia develops students' communicative competence by improving their capacity to
understand the language.[23] One of the studies, carried out by Izquierdo, Simard and Pulido,
presented the correlation between "Multimedia Instruction (MI) and learners' second language
(L2)"[24] and its effects on learning behavior. Their findings based on Gardner's theory of the "socio-
educational model of learner motivation and attitudes", the study shows that there is easier access
to language learning materials as well as increased motivation with MI along with the use
of Computer-Assisted Language Learning.
Journalism[edit]
Newspaper companies all over are trying to embrace the new phenomenon by implementing its
practices in their work. While some have been slow to come around, other major newspapers
like The New York Times, USA Today and The Washington Post are setting a precedent for the
positioning of the newspaper industry in a globalized world. To keep up with the changing world of
multimedia, journalistic practices are adopting and utilizing different multimedia functions through the
inclusion of visuals such as varying audio, video, text, etc. in their writings.[25]
News reporting is not limited to traditional media outlets. Freelance journalists can use different new
media to produce multimedia pieces for their news stories. It engages global audiences and tells
stories with technology, which develops new communication techniques for both media producers
and consumers. The Common Language Project, later renamed to The Seattle Globalist, is an
example of this type of multimedia journalism production.
Multimedia reporters who are mobile (usually driving around a community with cameras, audio and
video recorders, and laptop computers) are often referred to as mojos, from mobile journalist.
Engineering[edit]
Software engineers may use multimedia in computer simulations for anything from entertainment
to training such as military or industrial training. Multimedia for software interfaces are often done as
a collaboration between creative professionals and software engineers. Multimedia helps expand
the teaching practices that can be found in engineering to allow for more innovative methods to not
only educated future engineers, but to help evolve the scope of understanding of where multimedia
can be used in specialized engineer careers like software engineers.[26]
Multimedia is also allowing major car manufacturers, such as Ford, and General Motors, to expand
the design, and safety standards of their cars. By using a game engine and virtual reality glasses,
these companies are able to test the safety features, and the design of the car, before a prototype is
even made. Building a car virtually reduces the time it takes to produce new vehicles, cutting down
on the time needed to test designs, and allowing the designers to make changes in real time. It also
reduces expenses, since with a virtual car making real world prototypes is no longer needed.[27]
Medicine[edit]
Medical professionals and students have a wide variety of ways to learn new techniques and
procedures through interactive media and online courses and lectures. The methods of conveying
information to students have drastically evolved with the help of multimedia. From the 1800s to
today, lessons are commonly taught using chalkboards. Projected aids, such as the epidiascope
and slide projectors, were introduced into the classrooms around the 1960s.[28] With the growing use
of computers, the medical field has begun to incorporate new devices and procedures to assist in
teaching students, performing procedures, and analyzing patient data. As well as providing that data
in a meaningful way to the patients.[29]
Virtual reality[edit]
Virtual reality is a platform for multimedia in which it merges all categories of multimedia into one
virtual environment. It has gained much more attention over recent years following technological
advancements and is becoming much more commonly used nowadays for various uses like virtual
showrooms and video games. Virtual reality was first introduced in 1957 by cinematographer Morton
Heilig in the form of an arcade-style booth called Sensorama. The first virtual reality headset was
created by American computer scientist Ivan Sutherland and Bob Sproull, his student, in 1968.
Virtual reality is used for educational and also recreational purposes like watching movies,
interactive video games, simulations etc. Ford Motor Company uses this technology to show
customers the interior and exterior of their cars via their Immersion Lab.[30] In Pima County,
Arizona their police force is trained by using Virtual Reality to create scenarios for police to practice
in.[30]In 1996 Nintendo released the Virtual Boy marking one of the first attempts at a mainstream
virtual reality system. Many video game platforms now support virtual reality technology, including
Sony's PlayStation via the PlayStation VR and the PlayStation VR2, Nintendo's Switch as part of
their Labo project, as well as PC via many different PC only headsets such as the Valve Index. Meta
Platforms' line of Quest VR headsets, the most popular series of VR headsets, are able to be used
standalone without the need of any gaming console or PC; however, can be used on PC through the
use of the Air Link feature. The Xbox platform had also previously supported basic VR functions
through the use of the Oculus Rift CV1 on the original Xbox One although both game support and
functionality were severely lacking and this feature would be cut on the next generation of Xbox
Consoles. It is unclear as of now if Xbox will support VR again in the future.
Augmented reality[edit]
Augmented reality overlays digital content or output onto the real world, using media such as audio,
animation, and text. Augmented reality became widely popular only in the 21st century; however,
some of the earlier versions of such were things like the Sega Genesis Activator Controller back in
1992 which allowed users to literally stand in an octagon and control in game movement with
physical movement or to stretch back even further the R.O.B. NES Robot back in 1984 which with
its array of accessories was able to also provide users with the sensation of holding a firearm. These
multimedia input devices are among some of the earliest of the augmented reality devices by
allowing users to input commands to facilitate a different user experience. A more modern example
of augmented reality is Pokémon GO, a mobile game released on July 6, 2016, which allows users
to see a Pokémon in a real world environment