Virtual Reality (VR): Concepts and How it Works
- Ishita Verma
- Aug 5, 2020
- 3 min read
By: Abhiti Khare
Editors: Ishita Verma and Amisha Papneja
A computer-generated simulation, virtual reality provides a realistic, artificial three-dimensional experience using specialized electronic devices. It appeals mainly to the visual, auditory, and cutaneous senses to immerse an individual in an environment using VR gear such as headsets and gloves. The wide variety of uses of virtual reality include entertainment, training, and different types of learning. In an increasingly competitive field, popular virtual reality equipment and technology is supported by major companies, namely Facebook’s Oculus VR, Google, and HTC Vive.
The concept of virtual reality developed on the basis of many other technologies even in the early 1930s. Since the initial creation of the Sword of Damocles in 1968 by American computer scientist Ivan Sutherland and his student Bob Sproull, virtual reality has made tremendous progress. The first VR head-mounted display was a heavy contraption suspended from the ceiling (hence the name) and needed users to be strapped in to view primitive wireframe objects. Another major milestone was the popularisation of the term “virtual reality” in 1987 by Jaron Lanier, founder of a virtual programming lab (VPL). Now, after various advancements in its timeline over the past few decades, virtual reality has become a trending technology.
Today, the range of benefits of virtual reality is diverse. Common uses involve training, education, and entertainment. VR is used to train people using an array of simulations in the military, medical industry, and sports and proves to be an efficient, cost-effective method to do so repeatedly. The military focuses on boot camp, combat situations, medic training, communication with civilians, and Post-Traumatic Stress Disorder (PTSD) in Virtual Reality Exposure Therapy (VRET). Meanwhile, VR for medical students places emphasis on practicing surgeries and other procedures, reducing the risk of making a mistake or harming real patients. In sports, VR is utilized to gauge athletic performance, analyze technique, and practice. Students and teachers are also using VR to learn interactively in novel environments, go on virtual field trips, and help those with special needs in social settings. In essence, the concept of repetition and retention is significant in both training and education. Lastly, virtual reality in entertainment encompasses gaming, visiting museum exhibits, and enjoying concerts among other possibilities. Gaming, especially, has been profoundly impacted by the development of a new generation of computer games.
Despite all the benefits, VR has some drawbacks. For instance, using virtual reality headsets for an extended period of time can result in health effects such as dizziness, lack of spatial awareness, and disorientation. Nausea, which is commonly associated with VR as well, is caused by seeing movements for a prolonged period but not being able to feel them. Additionally, people can get addicted to the experience, potentially leading to loss of human interaction. Addiction can result in a cycle of extensive use of virtual reality and/or beliefs that parts of the VR/AR world are real. Meanwhile, the severing of social connections can give rise to mental health problems such as depression and anxiety disorders. Finally, technology is quite expensive and unaffordable for many. Even so, virtual reality is getting cheaper as the years go by.
With all that the VR industry has achieved to date, the future appears promising. By the end of 2021, VR and AR may be merged so well that individuals may not be able to differentiate between the virtual and real worlds. Next, it is estimated that the virtual reality experience could include life on Mars (which could assist the space industry in training those who will experience life on the red planet) and help people overcome fears by 2030. These developments will graduate to the growth of virtual reality changing rooms as an additional convenience in online shopping by 2050. Apart from these particular guesses, virtual reality is expected to grow exponentially and expand in distinct industries along with becoming more accessible.
Sources
Virtual Reality - investopedia.com
What is Virtual Reality? The Complete WIRED Guide - wired.com
The Future of Virtual Reality - thebossmagazine.com
The Pros and Cons of Virtual Reality - skywell.software.com
History of Virtual Reality - vrs.org.uk
What are the Top Virtual Reality Companies? - gamedesigning.org
6 Advantages to Virtual Reality Learning and Training - mutualmobile.com
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