Virtual reality
Virtual Reality Defined & Use Cases
Virtual reality (VR) technology is a growing force beyond entertainment and an important tool in education, science, commerce, manufacturing, and more. Learn the basics and the latest from experts about how VR impacts your world.
In this article, you’ll find:
What Is Virtual Reality?
Virtual reality is the use of computer technology to create simulated environments. Virtual reality places the user inside a three-dimensional experience. Instead of viewing a screen in front of them, users are immersed in and interact with 3D worlds.
Simulation of human senses—all five of them—transforms a computer into a vehicle into new worlds. The only limitation to a superb VR experience is computing power and content availability.
Sam Trudgian , a VR developer at Napster, says, “VR and AR are in a state of innovation now. Headsets are getting smaller, faster and wireless.
“We’ve only just begun the journey into mass-produced consumer headsets, used by businesses to present proposals and products to clients. AR is already popular in architecture and development, and not just with private developers. Local authorities and councils use this technology for town planning and sustainable development. AR doesn’t require a headset at this stage, so it’s extremely accessible, but I’d like to see AR and VR together in a headset in the future as this currently isn’t possible.”
The Three Types of Virtual Reality
All three types of VR, from non-immersive, semi-immersive, full immersive or a mixture of them, are also referred to as extended reality (XR). Three types of virtual reality experiences provide different levels of computer-generated simulation.
The three main VR categories are the following:
Non-Immersive Virtual Reality: This category is often overlooked as VR simply because it’s so common. Non-immersive VR technology features a computer-generated virtual environment where the user simultaneously remains aware and controlled by their physical environment. Video games are a prime example of non-immersive VR.
This category is often overlooked as VR simply because it’s so common. Non-immersive VR technology features a computer-generated virtual environment where the user simultaneously remains aware and controlled by their physical environment. Video games are a prime example of non-immersive VR. Semi-Immersive Virtual Reality: This type of VR provides an experience partially based in a virtual environment. This type of VR makes sense for educational and training purposes with graphical computing and large projector systems, such as flight simulators for pilot trainees.
This type of VR provides an experience partially based in a virtual environment. This type of VR makes sense for educational and training purposes with graphical computing and large projector systems, such as flight simulators for pilot trainees. Fully Immersive Virtual Reality: Right now, there are no completely immersive VR technologies, but advances are so swift that they may be right around the corner. This type of VR generates the most realistic simulation experience, from sight to sound to sometimes even olfactory sensations. Car racing games are an example of immersive virtual reality that gives the user the sensation of speed and driving skills. Developed for gaming and other entertainment purposes, VR use in other sectors is increasing.
The virtual technology definition includes specific shared characteristics. Not only immersive, they are also computer-generated, believable as multidimensional experiences, and interactive.
What’s the Difference Between Virtual Reality and Augmented Reality?
Virtual reality (VR) is an all-enveloping artificial and fully immersive experience that obscures the natural world. Augmented reality (AR) enhances users’ real-world views with digital overlays that incorporate artificial objects.
VR creates synthetic environments through sensory stimuli. Users’ actions impact, at least partially, what occurs in the computer-generated environment. Digital environments reflect real places and exist apart from current physical reality.
In AR, the real world is viewed directly or via a device such as a camera to create a visual and adds to that vision with computer-generated inputs such as still graphics, audio or video. AR is different from VR because it adds to the real-world experience rather than creating a new experience from scratch.
How Does Virtual Reality Technology Work?
The VR process combines hardware and software to create immersive experiences that “fool” the eye and brain. Hardware supports sensory stimulation and simulation such as sounds, touch, smell or heat intensity, while software creates the rendered virtual environment.
Eye and Brain Function and the 3D VR Experience
Immersive experience creation mimics how the eye and brain form visuals. Human eyes are about three inches apart and therefore form two slightly different views. The brain fuses those views to create a sense of depth or stereoscopic display.
VR applications replicate that phenomenon with a pair of exact images from two different perspectives. Instead of a single image covering the entire screen, it shows two identical pictures made to offset the view for each eye. VR technology fools the viewer’s brain into perceiving a sense of depth and accept the illusion of a multi-dimensional image.
What Technology Does Virtual Reality Use?
VR technology commonly consists of headsets and accessories such as controllers and motion trackers. Driven by proprietary downloadable apps or web-based VR, the technology is accessible via a web browser.
What Hardware Does Virtual Reality Use?
Virtual reality hardware includes sensory accessories such as controllers, as well as headsets, hand trackers, treadmills and, for creators, 3D cameras.
VR Headsets
A VR headset is a head-mounted device, such as goggles. A VR headset is a visual screen or display. Headsets often include state-of-the-art sound, eye or head motion-tracking sensors or cameras.
There are three main types of headsets:
PC-Based VR Headsets: PC headsets tend to be the highest-priced devices because they offer the most immersive experiences. These headsets are usually cable-tethered from the headset and powered by external hardware. The dedicated display, built-in motion sensors and an external camera tracker offer high-quality sound and image and head tracking for greater realism.
PC headsets tend to be the highest-priced devices because they offer the most immersive experiences. These headsets are usually cable-tethered from the headset and powered by external hardware. The dedicated display, built-in motion sensors and an external camera tracker offer high-quality sound and image and head tracking for greater realism. Standalone VR Headsets: All-in-one or standalone VR headsets are wireless, integrated pieces of hardware, such as tablets or phones. Wireless VR headsets are not always standalone. Some systems transmit information wirelessly from consoles or PCs in proximity, and others use wired packs carried in a pocket or clipped to clothing.
All-in-one or standalone VR headsets are wireless, integrated pieces of hardware, such as tablets or phones. Wireless VR headsets are not always standalone. Some systems transmit information wirelessly from consoles or PCs in proximity, and others use wired packs carried in a pocket or clipped to clothing. Mobile Headsets: These shell devices use lenses that cover a smartphone. The lenses separate the screen to create a stereoscopic image that transforms a smartphone into a VR device. Mobile headsets are relatively inexpensive. Wires are not needed because the phone does the processing. Phones don’t offer the best visual experiences and are underpowered by game console- or PC-based VR. They provide no positional tracking. The generated environment displays from a single point, and it is not possible to look around objects in a scene.
VR Accessories
VR accessories are hardware products that facilitate VR technology. New devices are always in development to improve the immersive experience. Today’s accessories include the 3D mouse, optical trackers, wired gloves, motion controllers, bodysuits, treadmills, and even smelling devices.
These are some of the accessories used today in VR:
3D Mouse: A 3D mouse is a control and pointing device designed for movement in virtual 3D spaces. 3D mice employ several methods to control 3D movement and 2D pointing, including accelerometers, multi-axis sensors, IR sensors and lights.
A 3D mouse is a control and pointing device designed for movement in virtual 3D spaces. 3D mice employ several methods to control 3D movement and 2D pointing, including accelerometers, multi-axis sensors, IR sensors and lights. Optical Trackers: Visual devices monitors the user’s position. The most common method for VR systems is to use one or multiple fixed video cameras to follow the tracked object or person.
Visual devices monitors the user’s position. The most common method for VR systems is to use one or multiple fixed video cameras to follow the tracked object or person. Wired Gloves: This type of device, worn on the hands, is also known as cyber gloves or data gloves. Various sensor technologies capture physical movement data. Like an inertial or magnetic tracking device, a motion tracker attaches to capture the glove’s rotation and global position data. The glove software interprets movement. High-end versions provide haptic feedback or tactile stimulation, allowing a wired glove to be an output device.
This type of device, worn on the hands, is also known as cyber gloves or data gloves. Various sensor technologies capture physical movement data. Like an inertial or magnetic tracking device, a motion tracker attaches to capture the glove’s rotation and global position data. The glove software interprets movement. High-end versions provide haptic feedback or tactile stimulation, allowing a wired glove to be an output device. Motion Controllers : These accessories allow users to act in mixed reality. Controllers allow for fine-grained interaction with digital objects because they have a precise position in space.
: These accessories allow users to act in mixed reality. Controllers allow for fine-grained interaction with digital objects because they have a precise position in space. Omnidirectional Treadmills (ODTs): This accessory machine gives users the ability to move in any direction physically. ODTs allow users to move freely for a fully immersive experience in VR environments.
This accessory machine gives users the ability to move in any direction physically. ODTs allow users to move freely for a fully immersive experience in VR environments. Smelling Devices: Smell devices are one of the newer accessories in the VR world. Vaqso, a Tokyo-based company, offers a headset attachment that emits odors to convey the size and shape of a candy bar. The fan-equipped device holds several different smells that can change intensity based on the screen action.
What Software Does Virtual Reality Use?
Developers use various software to build VR. They include VR software development kits, visualization software, content management, game engines, social platforms, and training simulators.
VR Content Management Systems Software: Companies use this workplace tool to collect, store and analyze VR content in a centralized location.
Companies use this workplace tool to collect, store and analyze VR content in a centralized location. VR Game Engine Software: Developers use the tools to create a VR video game experience.
Developers use the tools to create a VR video game experience. VR Software Development Kit (SDK): SDKs offer a base to design, build and test VR experiences.
SDKs offer a base to design, build and test VR experiences. VR Social Platforms Software: Users collaborate from remote locations in VR with these tools.
Users collaborate from remote locations in VR with these tools. VR Training Simulator Software: This software works for almost any industry for employee training in immersive environments.
This software works for almost any industry for employee training in immersive environments. VR Visualization Software: Users experience aggregated data in a virtual environment. to fully understand what data means.
Non-Headset VR
Napster’s Trudgian points out another software technology that may someday disrupt headsets as a standard in VR: “Non-headset VR is coming, as demonstrated by the likes of Spatial, VRChat and RecRoom.
“These apps allow users or players without headsets to connect to the same environment and interact with one another. Adding support for non-headset users serves virtual worlds well by adding a user base on universally accessible devices and platforms. In theory, if a virtual world is not reliant on headset-only users, it can expand in size tremendously; the amount of people who have access to a web browser or smartphone is far greater than that of any headset.”
Importance of Audio in Virtual Reality
VR strives to emulate reality, so audio is vital role to creating credible experiences. Audio and visuals work together to add presence and space to the environment. Audio cues are also crucial for guiding users through their digital experience.
Convincing VR applications require more than graphics alone. Hearing and vision are also central to a person’s perception of space. People react more rapidly to audio cues than to visual indicators. To produce truly immersive virtual reality experiences, precise environmental noise and sounds as well as accurate spatial characteristics are required.
Binaural or Spatial Audio in Virtual Reality Experience
People hear in three dimensions. They can discern the direction sound comes from and the rough distance from the sound source. Simulation of aural sense delivers a more authentic multi-dimensional experience and is known as biaural or spatial audio.
Biaural or spatial audio emulates how human hearing functions. People have ears on both sides of the head and our brains adjust the sound accordingly. Sounds emanating from the right of the head reach the user’s ear with a time delay, and vice versa. We, therefore, perceive sound as if positioned at a specific point in three-dimensional space.
Binaural and spatial audio lend a powerful sense of presence to any virtual world. To experience the binaural audio elements that comprise a VR experience, put on your best headphones and play around with this audio infographic published by The Verge.
VR Technology Coming Soon
Anat Baron, a Futurist , notes, “We are moving to a post-mobile world, meaning fewer consoles and handheld devices and more wearables. In five to ten years, today’s headsets will look like first-generation cell phones or boxy CRT TVs.
“This change will be driven by the significant opportunity ahead of a VR creator economy. New tools created for developers and anyone interested in creating VR content are necessary. Remember when YouTube started? Most people weren’t making and sharing videos, and now anyone can quickly become a video creator.”
“Today, most people don’t have a VR headset. Once the hardware is simplified and usage is more widespread, we’ll see the same phenomenon. Eventually, wearables like smart glasses of some type will replace smartphones. These wearables will allow even more uses for both VR and AR because users won’t need specialized hardware but will take advantage of the same device they use to communicate, search and interact with the world around them.”
“VR will provide creators and storytellers the unique ability to put users in other people’s shoes. This empathetic process has business implications for corporate training, especially in support of diversity, equity and inclusion.”
How Virtual Reality Applications Are Used Today
VR technology is associated with gaming, but it is used to support sales, facilitate learning, simulate travel, communicate, and more. Due to the pandemic, remote work, social interaction and virtual travel have increased VR use.
Virtual Reality Use Case Examples
VR has impacted businesses ranging from medicine to tourism and is a cornerstone of many corporate digital transformation strategies. For example, according to a November 2020 Statista report estimates for business investments in the U.S. industrial maintenance and training are forecast to hit $4.1 billion in 2024.
Futurist Baron says: “There will be significant opportunities for businesses to use VR both within their companies and with potential and existing customers.”
Baron offers her insights into these top use cases:
Training: One of the most obvious is the use of VR in employee training. While this currently requires the use of a headset, it can also be done onsite or at home. The ability to put an employee in other people’s shoes (whether those of a co-worker or customer) delivers a unique experience that isn’t feasible otherwise. As the technology improves, this will become a valuable tool in all corporate training, including situations that require complex decision-making. VR makes sense in education. Imagine an immersive experience in history or science, for example. As technology progresses and our attention spans decrease, we will continue to expect well-rounded experiences when learning anything new.
One of the most obvious is the use of VR in employee training. While this currently requires the use of a headset, it can also be done onsite or at home. The ability to put an employee in other people’s shoes (whether those of a co-worker or customer) delivers a unique experience that isn’t feasible otherwise. As the technology improves, this will become a valuable tool in all corporate training, including situations that require complex decision-making. VR makes sense in education. Imagine an immersive experience in history or science, for example. As technology progresses and our attention spans decrease, we will continue to expect well-rounded experiences when learning anything new. Travel: Hotels can take you inside their property, so you know what to expect. VR can be beneficial for high-end travel (e.g., honeymoons or luxury resorts). For the user, they’d see (and feel) the location from their perspective instead of watching an online video or looking at 2D photos.
Hotels can take you inside their property, so you know what to expect. VR can be beneficial for high-end travel (e.g., honeymoons or luxury resorts). For the user, they’d see (and feel) the location from their perspective instead of watching an online video or looking at 2D photos. Real Estate: Developers can move beyond 3D models to simulate life inside their new development. VR would work both for homes and commercial spaces. Also, co-working spaces can use VR to put the prospective tenant inside the space before you join.
Developers can move beyond 3D models to simulate life inside their new development. VR would work both for homes and commercial spaces. Also, co-working spaces can use VR to put the prospective tenant inside the space before you join. Healthcare: There are many uses for healthcare practitioners, researchers and patients. Imagine using VR to help patients with disorders such as anxiety or anorexia. It would be invaluable in medical school to help students learn how to deal with situations that may arise when they become doctors (empathy training, for example). VR is already in use for surgical training.
There are many uses for healthcare practitioners, researchers and patients. Imagine using VR to help patients with disorders such as anxiety or anorexia. It would be invaluable in medical school to help students learn how to deal with situations that may arise when they become doctors (empathy training, for example). VR is already in use for surgical training. Retail: Retailers can help potential consumers put themselves in situations where they can “try on” clothes or objects and get a sense of how they interact with an environment. For example, a bride-to-be could try a wedding dress and place it in an actual wedding environment. VR is different from AR, where you stay in your current reality.
Retailers can help potential consumers put themselves in situations where they can “try on” clothes or objects and get a sense of how they interact with an environment. For example, a bride-to-be could try a wedding dress and place it in an actual wedding environment. VR is different from AR, where you stay in your current reality. Military: VR is already a valuable tool in simulations for combat, confrontations and the like. It can replace expensive and sometimes dangerous real-life exercises. The ability to change scenarios makes it attractive for all branches of the military and the defense industry.
VR is already a valuable tool in simulations for combat, confrontations and the like. It can replace expensive and sometimes dangerous real-life exercises. The ability to change scenarios makes it attractive for all branches of the military and the defense industry. Entertainment: The ability to provide immersive experiences will transform entertainment. Gaming and Hollywood will increasingly provide users and viewers with the ability to go from passive to active. Consumers will interact with stories in a highly personalized way (should they wish to). The ability to choose your own POV in a game or movie will continue to provide new forms of engagement.
Other use cases include:
Architecture: VR can render different levels of detail that are important in early-stage design. Architects can create an immersive experience to visualize massing and spatial relationships. Other uses can show how light will affect the proposed space, based on window placement.
VR can render different levels of detail that are important in early-stage design. Architects can create an immersive experience to visualize massing and spatial relationships. Other uses can show how light will affect the proposed space, based on window placement. Art: VR as a tool for fine art is a staple for artists who aim to push limits. Multimedia artists all over the world are already deeply involved in immersive experiential art forms. Laurie Anderson, a pioneer since the 1970s, was awarded the 74 th Venice International Film Festival for her work, The Chalkroom.
VR as a tool for fine art is a staple for artists who aim to push limits. Multimedia artists all over the world are already deeply involved in immersive experiential art forms. Laurie Anderson, a pioneer since the 1970s, was awarded the 74 Venice International Film Festival for her work, The Chalkroom. Aviation: Realistic cockpits with VR technology are used to train commercial pilots in training programs incorporating live instruction with virtual flight.
Realistic cockpits with VR technology are used to train commercial pilots in training programs incorporating live instruction with virtual flight. Aerospace: Lockheed Martin builds its F-35 plane with virtual reality technology. In addition to design, engineers now use VR glasses to inspect planes. VR enables engineers to work with up to 96 percent accuracy at a 30 percent faster rate.
Lockheed Martin builds its F-35 plane with virtual reality technology. In addition to design, engineers now use VR glasses to inspect planes. VR enables engineers to work with up to 96 percent accuracy at a 30 percent faster rate. Conference Rooms: Users equip themselves with a headset that simulates a meeting room, complete with colleagues and furniture. Motion tracking, combined with digital avatars, allows users to control their digital selves and employ gestures. Even those without headsets use webcam video feeds superimposed on the virtual conference room.
Users equip themselves with a headset that simulates a meeting room, complete with colleagues and furniture. Motion tracking, combined with digital avatars, allows users to control their digital selves and employ gestures. Even those without headsets use webcam video feeds superimposed on the virtual conference room. Data Visualization: Engineering and scientific data visualization have profited for years from VR. New display technology has aroused interest in everything from weather models to molecular visualization.
Engineering and scientific data visualization have profited for years from VR. New display technology has aroused interest in everything from weather models to molecular visualization. Dining: Project Nourished replicates eating by manipulating taste, smell, vision, sound, and touch. People experience the virtual as a gourmet meal. The process uses a VR headset, an aroma diffuser, a system that emulates chewing sounds, a rotating utensil and tasteless, 3D-printed food. The project aims to maximize the practical and therapeutic qualities of beverages, medicine and food while limiting natural resource use.
Project Nourished replicates eating by manipulating taste, smell, vision, sound, and touch. People experience the virtual as a gourmet meal. The process uses a VR headset, an aroma diffuser, a system that emulates chewing sounds, a rotating utensil and tasteless, 3D-printed food. The project aims to maximize the practical and therapeutic qualities of beverages, medicine and food while limiting natural resource use. Education: The use of traditional instruction mediums and textbooks is often ineffective for students with special needs. With the introduction of VR, students have become more responsive and engaged. At Charlton Park Academy in London, teachers use immersive technology to address their students’ unique needs better.
The use of traditional instruction mediums and textbooks is often ineffective for students with special needs. With the introduction of VR, students have become more responsive and engaged. At Charlton Park Academy in London, teachers use immersive technology to address their students’ unique needs better. Fashion: You can find Dior’s VR store on its French website. The brand offers shoppers a 3D, 360-degree e-commerce experience. Users virtually browse the store’s offerings, zoom in on preferred items and purchase them online.
You can find Dior’s VR store on its French website. The brand offers shoppers a 3D, 360-degree e-commerce experience. Users virtually browse the store’s offerings, zoom in on preferred items and purchase them online. Gaming: Say “virtual reality,” and gaming is the application people think of first. According to the Entertainment Software Association figures reported in March 2020, 73 percent of the 169 million gamers in the U.S. reported owning a gamin console, while 29 percent said they had a VR capable system.
Say “virtual reality,” and gaming is the application people think of first. According to the Entertainment Software Association figures reported in March 2020, 73 percent of the 169 million gamers in the U.S. reported owning a gamin console, while 29 percent said they had a VR capable system. Manufacturing : Designers and engineers easily experiment with the build and look of vehicles before commissioning expensive prototypes with VR. Brands such as Jaguar and BMW use the technology for early design and engineering reviews. Virtual reality saves the car industry millions by reducing the number of prototypes built per vehicle line.
: Designers and engineers easily experiment with the build and look of vehicles before commissioning expensive prototypes with VR. Brands such as Jaguar and BMW use the technology for early design and engineering reviews. Virtual reality saves the car industry millions by reducing the number of prototypes built per vehicle line. Journalism: Immersive journalism allows the first-person experience of events or situations described in documentary films and news reports. The Weather Channel uses mixed reality to help communicate everything from wildfires to tornados to flooding.
Immersive journalism allows the first-person experience of events or situations described in documentary films and news reports. The Weather Channel uses mixed reality to help communicate everything from wildfires to tornados to flooding. Law Enforcement: With the advent of VR goggles, virtual reality training has been a boon for law enforcement training. Incident training is realistic and helps prepare officers for everyday situations.
With the advent of VR goggles, virtual reality training has been a boon for law enforcement training. Incident training is realistic and helps prepare officers for everyday situations. Marketing and Advertising : Virtual reality for marketing allows organizations to bridge the gap between experience and action. VR changes the dynamic between consumers and brands since people seek VR experiences, such as those of Toms Shoes and The North Face.
: Virtual reality for marketing allows organizations to bridge the gap between experience and action. VR changes the dynamic between consumers and brands since people seek VR experiences, such as those of Toms Shoes and The North Face. Museums: Through a mobile phone, projector, headset or web browser, visitors experience locations that would have been unreachable in the recent past. At the National Museum of Natural History in Paris, a permanent VR installation allows visitors to explore different animal species and their links. The exhibit simulates real experiences of interacting or observing animals in their natural habitats.
Through a mobile phone, projector, headset or web browser, visitors experience locations that would have been unreachable in the recent past. At the National Museum of Natural History in Paris, a permanent VR installation allows visitors to explore different animal species and their links. The exhibit simulates real experiences of interacting or observing animals in their natural habitats. Religion: There’s even an app to experience God. Believe VR and The Virtual Reality Church make it possible for people to worship in depth wherever they are. VR Church became extremely popular during pandemic shutdowns.
There’s even an app to experience God. Believe VR and The Virtual Reality Church make it possible for people to worship in depth wherever they are. VR Church became extremely popular during pandemic shutdowns. Social Media: VR allows people to make connections in a more meaningful way. VRChat gives the power of creation to its community with a wide selection of social VR experiences. Users can hang out, play and chat with spatialized 3D audio, multiplayer VR games, virtual space stations, and expressive lip-synced avatars.
VR allows people to make connections in a more meaningful way. VRChat gives the power of creation to its community with a wide selection of social VR experiences. Users can hang out, play and chat with spatialized 3D audio, multiplayer VR games, virtual space stations, and expressive lip-synced avatars. Sports: VR is a training aid in many sports such as cycling, skiing, golf and gymnastics. At least three college programs—Auburn University, Vanderbilt University and the University of Arkansas—and multiple NFL teams use virtual reality systems.
Major Players in Virtual Reality and Latest Entries: Oculus, HTC, Sony and Valve
VR is always improving due to technology refinements, and the latest “category killers” change rapidly. Top-of-the-pack players include ongoing favorites from Oculus, HTC, Sony and Valve.
Top VR Headsets for 2021
Top Mobile VR Headsets for 2021
Benefits of Virtual Reality
VR benefits many industries with its user engagement. VR is an excellent vehicle for training, conferencing, convenience, and communication.
Here are some of the benefits of VR:
Practical Training: VR is a safe way to simulate dangerous situations for training purposes. Firefighters, pilots, astronauts and police can learn in a controlled environment before going into the field. Immersive experience narrows timeframes so trainees can more quickly become professionals.
VR is a safe way to simulate dangerous situations for training purposes. Firefighters, pilots, astronauts and police can learn in a controlled environment before going into the field. Immersive experience narrows timeframes so trainees can more quickly become professionals. Engagement and Connection: VR is an engaging and entertaining experience for its users.
VR is an engaging and entertaining experience for its users. Convenient Conferences: Virtual meetings save time and money, yet help maintain a sense of collegiality.
Virtual meetings save time and money, yet help maintain a sense of collegiality. “Tryout” Capability: Shoppers’s remorse may become a thing of the past with VR. You can use virtual reality to furnish your home, test-drive a car or try on wedding bands without leaving home.
Challenges of Virtual Reality
VR has some disadvantages despite its appealing sense of engagement, including technical issues, the potential for addiction, loss of human connection, and expense. It’s possible to mitigate some problems, but others are a fixed part of the VR experience.
Here are some VR disadvantages:
Addiction: Some people become addicted to the VR experience in gaming and social media applications. People can assume different identifies, which can be addictive and cause social, psychological and biological issues.
Some people become addicted to the VR experience in gaming and social media applications. People can assume different identifies, which can be addictive and cause social, psychological and biological issues. Health Problems : Extensive use of VR can create a loss of spatial awareness, nausea, dizziness, disorientation and nausea, also known as simulator sickness.
: Extensive use of VR can create a loss of spatial awareness, nausea, dizziness, disorientation and nausea, also known as simulator sickness. Screen Door Effect: When you use a headset, the display is within inches of your eyes. That means you see pixels or the spaces between them, no matter how excellent the display resolution may be. This mesh-like effect can irritate some users. Newer headsets have improved but not eliminated the issue.
When you use a headset, the display is within inches of your eyes. That means you see pixels or the spaces between them, no matter how excellent the display resolution may be. This mesh-like effect can irritate some users. Newer headsets have improved but not eliminated the issue. Loss of Human Connections: When you rely on virtual connections rather than real-life social interactions, trouble may result. Over-reliance on VR can lead to disassociation or depression.
When you rely on virtual connections rather than real-life social interactions, trouble may result. Over-reliance on VR can lead to disassociation or depression. Training Doesn’t Translate in the Real World: People trained in virtual reality may do well in the app or platform but can’t perform to the necessary standard in real-world situations.
People trained in virtual reality may do well in the app or platform but can’t perform to the necessary standard in real-world situations. Expense: While prices are coming down, VR systems are not affordable for everyone.
The Future of VR in Business
Businesses differentiate themselves through technological hybrids to interest consumers in innovations, mainly through VR and AR applications. Nowhere is this more evident than in shopping and retail.
Virtual reality in retail is still in its infancy. According to a 2018 VR in Retail and Marketing report from ABI Research, VR technology in the retail and marketing sectors are on track to generate $1.8 billion by 2022. Virtual reality in retail helps vendors plan, design, research and engage customers. The technology offers companies a strong competitive advantage by keeping up to date with current patterns and trends, like 3D eCommerce.
3D Cloud Powers Retail with a VR Experience that Delights Buyers
If you have been looking to add VR to your in-store customer shopping experience but didn’t know where to start, we can help. 3D Cloud by Marxent’s Virtual Reality shopping solution offers white-glove service and an easy turnkey implementation informed by years of experience and hundreds of VR installations. Our unique Virtual Reality approach pairs the easy-to-use 3D Cloud-powered 3D Room Planner with a Virtual Reality experience that wows customers, supercharges sales, and slashes returns.
After creating a custom floor plan, shoppers can explore the space they built in VR mode with our 360° Panoramas that render in under two minutes. Featuring unmatched industry realism, 360° Panoramas build customer confidence and can be used for designer presentations, social media marketing, or a website gallery.
We invite you to view our VR Shopping Video.
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VIRTUAL REALITY, THE TECHNOLOGY OF THE FUTURE
THE FUTURE OF VIRTUAL REALITY
Virtual Reality is one of the technologies with the highest projected potential for growth. According to the latest forecasts from IDC Research (2018), investment in VR and AR will multiply 21-fold over the next four years, reaching 15.5 billion euros by 2022. In addition, both technologies will be key to companies' digital transformation plans and their spending in this area will exceed that of the consumer sector by 2019. It is, therefore expected that by 2020 over half of the larger European companies will have a VR and RA strategy.
Nowadays, the market is demanding applications that go beyond leisure, tourism or marketing and are more affordable for users. Virtual interfaces also need to be improved to avoid defects such as clipping, which makes certain solid objects appear as though they can be passed through. Or to minimise the effects that VR produces in people, among them motion sickness, which consists of a dizziness induced by the mismatch between the movement of our body and what is being seen in the virtual world.
The big technology companies are already working to develop headsets that do not need cables and that allow images to be seen in HD. They are developing Virtual Reality headsets in 8K and with much more powerful processors. There is even talk that in the next few years they could integrate Artificial Intelligence. The latest 5G standard can also provide very interesting scenarios for the evolution of VR. This standard will allow more devices and large user communities to be connected. In addition, its almost imperceptible latency will make it possible for consumers to receive images in real time, almost as if they were seeing them with their own eyes.
All this means that Virtual Reality is no longer science fiction. It is integrated into our present and, in the coming years, it will lead to advances that will shape the future.
Digital skills
What will the new technological era be like?
Virtual reality
Computer-simulated experience
Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR.[1]
Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology.
Etymology [ edit ]
"Virtual" has had the meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s.[2] The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959.[2]
In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[3] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick.
Widespread adaption of the term "virtual reality" in the popular media is attributed to Jaron Lanier, who in the late 1980s designed some of the first business-grade virtual reality hardware under his firm VPL Research, and the 1992 film Lawnmower Man, which features use of virtual reality systems.[4]
Forms and methods [ edit ]
One method by which virtual reality can be realized is simulation-based virtual reality. Driving simulators, for example, give the driver on board the impression of actually driving an actual vehicle by predicting vehicular motion caused by driver input and feeding back corresponding visual, motion and audio cues to the driver.
With avatar image-based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the 3D distributed virtual environment as form of either a conventional avatar or a real video. Users can select their own type of participation based on the system capability.
In projector-based virtual reality, modeling of the real environment plays a vital role in various virtual reality applications, such as robot navigation, construction modeling, and airplane simulation. Image-based virtual reality systems have been gaining popularity in computer graphics and computer vision communities. In generating realistic models, it is essential to accurately register acquired 3D data; usually, a camera is used for modeling small objects at a short distance.
Desktop-based virtual reality involves displaying a 3D virtual world on a regular desktop display without use of any specialized VR positional tracking equipment. Many modern first-person video games can be used as an example, using various triggers, responsive characters, and other such interactive devices to make the user feel as though they are in a virtual world. A common criticism of this form of immersion is that there is no sense of peripheral vision, limiting the user's ability to know what is happening around them.
An Omni treadmill being used at a VR convention.
A head-mounted display (HMD) more fully immerses the user in a virtual world. A virtual reality headset typically includes two small high resolution OLED or LCD monitors which provide separate images for each eye for stereoscopic graphics rendering a 3D virtual world, a binaural audio system, positional and rotational real-time head tracking for six degrees of movement. Options include motion controls with haptic feedback for physically interacting within the virtual world in an intuitive way with little to no abstraction and an omnidirectional treadmill for more freedom of physical movement allowing the user to perform locomotive motion in any direction.
Augmented reality (AR) is a type of virtual reality technology that blends what the user sees in their real surroundings with digital content generated by computer software. The additional software-generated images with the virtual scene typically enhance how the real surroundings look in some way. AR systems layer virtual information over a camera live feed into a headset or smartglasses or through a mobile device giving the user the ability to view three-dimensional images.
Mixed reality (MR) is the merging of the real world and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time.
A cyberspace is sometimes defined as a networked virtual reality.[5]
Simulated reality is a hypothetical virtual reality as truly immersive as the actual reality, enabling an advanced lifelike experience or even virtual eternity.
History [ edit ]
View-Master , a stereoscopic visual simulator, was introduced in 1939
The exact origins of virtual reality are disputed, partly because of how difficult it has been to formulate a definition for the concept of an alternative existence.[6] The development of perspective in Renaissance Europe created convincing depictions of spaces that did not exist, in what has been referred to as the "multiplying of artificial worlds".[7] Other elements of virtual reality appeared as early as the 1860s. Antonin Artaud took the view that illusion was not distinct from reality, advocating that spectators at a play should suspend disbelief and regard the drama on stage as reality.[3] The first references to the more modern concept of virtual reality came from science fiction.
20th century [ edit ]
Morton Heilig wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a mechanical device. Heilig also developed what he referred to as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a telescopic television apparatus for individual use...The spectator is given a complete sensation of reality, moving three dimensional images which may be in colour, with 100% peripheral vision, binaural sound, scents and air breezes."[8]
In 1968, Ivan Sutherland, with the help of his students including Bob Sproull, created what was widely considered to be the first head-mounted display system for use in immersive simulation applications. It was primitive both in terms of user interface and visual realism, and the HMD to be worn by the user was so heavy that it had to be suspended from the ceiling.[citation needed] The graphics comprising the virtual environment were simple wire-frame model rooms. The formidable appearance of the device inspired its name, The Sword of Damocles.
The virtual reality industry mainly provided VR devices for medical, flight simulation, automobile industry design, and military training purposes from 1970 to 1990.[9]
David Em became the first artist to produce navigable virtual worlds at NASA's Jet Propulsion Laboratory (JPL) from 1977 to 1984.[10] The Aspen Movie Map, a crude virtual tour in which users could wander the streets of Aspen in one of the three modes (summer, winter, and polygons), was created at MIT in 1978.
In 1979, Eric Howlett developed the Large Expanse, Extra Perspective (LEEP) optical system. The combined system created a stereoscopic image with a field of view wide enough to create a convincing sense of space. The users of the system have been impressed by the sensation of depth (field of view) in the scene and the corresponding realism. The original LEEP system was redesigned for NASA's Ames Research Center in 1985 for their first virtual reality installation, the VIEW (Virtual Interactive Environment Workstation)[11] by Scott Fisher. The LEEP system provides the basis for most of the modern virtual reality headsets.[12]
By the late 1980s, the term "virtual reality" was popularized by Jaron Lanier, one of the modern pioneers of the field. Lanier had founded the company VPL Research in 1985. VPL Research has developed several VR devices like the DataGlove, the EyePhone, and the AudioSphere. VPL licensed the DataGlove technology to Mattel, which used it to make the Power Glove, an early affordable VR device.
Atari, Inc. founded a research lab for virtual reality in 1982, but the lab was closed after two years due to the Atari Shock (video game crash of 1983). However, its hired employees, such as Tom Zimmerman, Scott Fisher, Jaron Lanier, Michael Naimark, and Brenda Laurel, kept their research and development on VR-related technologies.
In 1988, the Cyberspace Project at Autodesk was the first to implement VR on a low-cost personal computer[13] [14] . The project leader Eric Gullichsen left in 1990 to found Sense8 Corporation and develop the WorldToolKit virtual reality SDK,[15] which offered the first real time graphics with Texture mapping on a PC, and was widely used throughout industry and academia.[16][17]
The 1990s saw the first widespread commercial releases of consumer headsets. In 1992, for instance, Computer Gaming World predicted "affordable VR by 1994".[18]
In 1991, Sega announced the Sega VR headset for the Mega Drive home console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to track and react to the movements of the user's head.[19] In the same year, Virtuality launched and went on to become the first mass-produced, networked, multiplayer VR entertainment system that was released in many countries, including a dedicated VR arcade at Embarcadero Center. Costing up to $73,000 per multi-pod Virtuality system, they featured headsets and exoskeleton gloves that gave one of the first "immersive" VR experiences.[20]
CAVE system at IDL 's Center for Advanced Energy Studies in 2010
That same year, Carolina Cruz-Neira, Daniel J. Sandin and Thomas A. DeFanti from the Electronic Visualization Laboratory created the first cubic immersive room, the Cave automatic virtual environment (CAVE). Developed as Cruz-Neira's PhD thesis, it involved a multi-projected environment, similar to the holodeck, allowing people to see their own bodies in relation to others in the room.[21][22] Antonio Medina, a MIT graduate and NASA scientist, designed a virtual reality system to "drive" Mars rovers from Earth in apparent real time despite the substantial delay of Mars-Earth-Mars signals.[23]
Virtual Fixtures immersive AR system developed in 1992. Picture features Dr. Louis Rosenberg interacting freely in 3D with overlaid virtual objects called 'fixtures'
In 1992, Nicole Stenger created Angels, the first real-time interactive immersive movie where the interaction was facilitated with a dataglove and high-resolution goggles. That same year, Louis Rosenberg created the virtual fixtures system at the U.S. Air Force's Armstrong Labs using a full upper-body exoskeleton, enabling a physically realistic mixed reality in 3D. The system enabled the overlay of physically real 3D virtual objects registered with a user's direct view of the real world, producing the first true augmented reality experience enabling sight, sound, and touch.[24][25]
By July 1994, Sega had released the VR-1 motion simulator ride attraction in Joypolis indoor theme parks,[26] as well as the Dennou Senki Net Merc arcade game. Both used an advanced head-mounted display dubbed the "Mega Visor Display" developed in conjunction with Virtuality;[27][28] it was able to track head movement in a 360-degree stereoscopic 3D environment, and in its Net Merc incarnation was powered by the Sega Model 1 arcade system board.[29] Apple released QuickTime VR, which, despite using the term "VR", was unable to represent virtual reality, and instead displayed 360-degree interactive panoramas.
Nintendo's Virtual Boy console was released in 1995.[30] A group in Seattle created public demonstrations of a "CAVE-like" 270 degree immersive projection room called the Virtual Environment Theater, produced by entrepreneurs Chet Dagit and Bob Jacobson.[31] Forte released the VFX1, a PC-powered virtual reality headset that same year.
In 1999, entrepreneur Philip Rosedale formed Linden Lab with an initial focus on the development of VR hardware. In its earliest form, the company struggled to produce a commercial version of "The Rig", which was realized in prototype form as a clunky steel contraption with several computer monitors that users could wear on their shoulders. The concept was later adapted into the personal computer-based, 3D virtual world program Second Life.[32]
21st century [ edit ]
The 2000s were a period of relative public and investment indifference to commercially available VR technologies.
In 2001, SAS Cube (SAS3) became the first PC-based cubic room, developed by Z-A Production (Maurice Benayoun, David Nahon), Barco, and Clarté. It was installed in Laval, France. The SAS library gave birth to Virtools VRPack. In 2007, Google introduced Street View, a service that shows panoramic views of an increasing number of worldwide positions such as roads, indoor buildings and rural areas. It also features a stereoscopic 3D mode, introduced in 2010.[33]
An inside view of the Oculus Rift Crescent Bay prototype headset
In 2010, Palmer Luckey designed the first prototype of the Oculus Rift. This prototype, built on a shell of another virtual reality headset, was only capable of rotational tracking. However, it boasted a 90-degree field of vision that was previously unseen in the consumer market at the time. Distortion issues arising from the lens used to create the field of vision were corrected for by software written by John Carmack for a version of Doom 3. This initial design would later serve as a basis from which the later designs came.[34] In 2012, the Rift is presented for the first time at the E3 video game trade show by Carmack.[35][36] In 2014, Facebook purchased Oculus VR for what at the time was stated as $2 billion[37] but later revealed that the more accurate figure was $3 billion.[36] This purchase occurred after the first development kits ordered through Oculus' 2012 Kickstarter had shipped in 2013 but before the shipping of their second development kits in 2014.[38] ZeniMax, Carmack's former employer, sued Oculus and Facebook for taking company secrets to Facebook;[36] the verdict was in favour of ZeniMax, settled out of court later.[39]
In 2013, Valve discovered and freely shared the breakthrough of low-persistence displays which make lag-free and smear-free display of VR content possible.[40] This was adopted by Oculus and was used in all their future headsets. In early 2014, Valve showed off their SteamSight prototype, the precursor to both consumer headsets released in 2016. It shared major features with the consumer headsets including separate 1K displays per eye, low persistence, positional tracking over a large area, and fresnel lenses.[41][42] HTC and Valve announced the virtual reality headset HTC Vive and controllers in 2015. The set included tracking technology called Lighthouse, which utilized wall-mounted "base stations" for positional tracking using infrared light.[43][44][45]
In 2014, Sony announced Project Morpheus (its code name for the PlayStation VR), a virtual reality headset for the PlayStation 4 video game console.[46] In 2015, Google announced Cardboard, a do-it-yourself stereoscopic viewer: the user places their smartphone in the cardboard holder, which they wear on their head. Michael Naimark was appointed Google's first-ever 'resident artist' in their new VR division. The Kickstarter campaign for Gloveone, a pair of gloves providing motion tracking and haptic feedback, was successfully funded, with over $150,000 in contributions.[47] Also in 2015, Razer unveiled its open source project OSVR.
By 2016, there were at least 230 companies developing VR-related products. Amazon, Apple, Facebook, Google, Microsoft, Sony and Samsung all had dedicated AR and VR groups. Dynamic binaural audio was common to most headsets released that year. However, haptic interfaces were not well developed, and most hardware packages incorporated button-operated handsets for touch-based interactivity. Visually, displays were still of a low-enough resolution and frame rate that images were still identifiable as virtual.[48]
In 2016, HTC shipped its first units of the HTC Vive SteamVR headset.[49] This marked the first major commercial release of sensor-based tracking, allowing for free movement of users within a defined space.[50] A patent filed by Sony in 2017 showed they were developing a similar location tracking technology to the Vive for PlayStation VR, with the potential for the development of a wireless headset.[51]
In 2019, Oculus released the Oculus Rift S and a standalone headset, the Oculus Quest. These headsets utilized inside-out tracking compared to external outside-in tracking seen in previous generations of headsets.[52]
Later in 2019, Valve released the Valve Index. Notable features include a 130° field of view, off-ear headphones for immersion and comfort, open-handed controllers which allow for individual finger tracking, front facing cameras, and a front expansion slot meant for extensibility.[53]
In 2020, Oculus released the Oculus Quest 2. Some new features include a sharper screen, reduced price, and increased performance. Facebook now requires user to log in with a Facebook account in order to use the new headset.[54] In 2021 the Oculus Quest 2 accounted for 80% of all VR headsets sold.[55]
[56] Robinson R22 Virtual Reality Training Device developed by VRM Switzerland
In 2021, EASA approves the first Virtual Reality (VR) based Flight Simulation Training Device. The device, for rotorcraft pilots, enhances safety by opening up the possibility of practicing risky maneuvers in a virtual environment. This addresses a key risk area in rotorcraft[57] operations, where statistics show that around 20% of accidents occur during training flights.
Future forecast [ edit ]
Since 2017, major strides in the integration of Virtual Reality and Cognitive Behavioral Therapy have been made, focusing on how to tailor the experience to suit each individual patient.[58]
With the COVID-19 restrictions in 2020, VR is experiencing an enormous rise. According to Grand View Research, the global VR market will grow to 62.1 billion dollars in 2027.[59]
Technology [ edit ]
Software [ edit ]
The Virtual Reality Modelling Language (VRML), first introduced in 1994, was intended for the development of "virtual worlds" without dependency on headsets.[60] The Web3D consortium was subsequently founded in 1997 for the development of industry standards for web-based 3D graphics. The consortium subsequently developed X3D from the VRML framework as an archival, open-source standard for web-based distribution of VR content.[61] WebVR is an experimental JavaScript application programming interface (API) that provides support for various virtual reality devices, such as the HTC Vive, Oculus Rift, Google Cardboard or OSVR, in a web browser.[62]
Hardware [ edit ]
Paramount for the sensation of immersion into virtual reality are a high frame rate (at least 95 fps), as well as a low latency
Modern virtual reality headset displays are based on technology developed for smartphones including: gyroscopes and motion sensors for tracking head, body, and hand positions; small HD screens for stereoscopic displays; and small, lightweight and fast computer processors. These components led to relative affordability for independent VR developers, and lead to the 2012 Oculus Rift Kickstarter offering the first independently developed VR headset.[48]
Independent production of VR images and video has increased alongside the development of affordable omnidirectional cameras, also known as 360-degree cameras or VR cameras, that have the ability to record 360 interactive photography, although at relatively low resolutions or in highly compressed formats for online streaming of 360 video.[63] In contrast, photogrammetry is increasingly used to combine several high-resolution photographs for the creation of detailed 3D objects and environments in VR applications.[64][65]
To create a feeling of immersion, special output devices are needed to display virtual worlds. Well-known formats include head-mounted displays or the CAVE. In order to convey a spatial impression, two images are generated and displayed from different perspectives (stereo projection). There are different technologies available to bring the respective image to the right eye. A distinction is made between active (e.g. shutter glasses) and passive technologies (e.g. polarizing filters or Infitec).[citation needed]
In order to improve the feeling of immersion, wearable multi-string cables offer haptics to complex geometries in virtual reality. These strings offer fine control of each finger joint to simulate the haptics involved in touching these virtual geometries.[66]
Special input devices are required for interaction with the virtual world. These include the 3D mouse, the wired glove, motion controllers, and optical tracking sensors. Controllers typically use optical tracking systems (primarily infrared cameras) for location and navigation, so that the user can move freely without wiring. Some input devices provide the user with force feedback to the hands or other parts of the body, so that the human being can orientate himself in the three-dimensional world through haptics and sensor technology as a further sensory sensation and carry out realistic simulations. This allows for the viewer to have a sense of direction in the artificial landscape. Additional haptic feedback can be obtained from omnidirectional treadmills (with which walking in virtual space is controlled by real walking movements) and vibration gloves and suits.
Virtual reality cameras can be used to create VR photography using 360-degree panorama videos. 360-degree camera shots can be mixed with virtual elements to merge reality and fiction through special effects.[citation needed] VR cameras are available in various formats, with varying numbers of lenses installed in the camera.[67]
Visual immersion experience [ edit ]
Display resolution [ edit ]
Minimal Angle of Resolution (MAR) refers to the minimum distance between two display pixels. At the distance, viewer can clearly distinguish the independent pixels. Often measured in arc-seconds, MAR between two pixels has to do with the viewing distance. For the general public, resolution is about 30-65 arc-seconds, which is referred to as the spatial resolution when combined with distance. Given the viewing distance of 1m and 2m respectively, regular viewers won't be able to perceive two pixels as separate if they are less than 0.29mm apart at 1m and less than 0.58mm apart at 2m.[68]
Image latency and display refresh frequency [ edit ]
Most small-size displays have a refresh rate of 60 Hz, which adds about 15ms of additional latency. The number is reduced to less than 7ms if the refresh rate is increased to 120 Hz or even 240 Hz and more.[citation needed] Participants generally feel that the experience is more immersive with higher refresh rates as a result. However, higher refresh rates require a more powerful graphics processing unit.
In theory, it represents participant's field of view (yellow area)
Relationship between display and field of view [ edit ]
We need to consider our field of view (FOV) in addition to quality image. Our eyes have a horizontal FOV of about 120 degrees per side and a vertical FOV of some 135 degrees. Stereopsis vision is limited to 120 degrees where the right and the left visions overlap. Generally speaking, we have a FOV of 200 degrees x 135 degrees with two eyes. However, most of it is peripheral vision,[69] which varies from one person to another. So we conservatively take the average, 160 degrees. Therefore, if we keep our eyes stationary, a regular participant will have at least a stereopsis of 160 degrees x 135 degrees or 1/6 of the 360-degree FOV. We can quantify the abstract concept of immersion with the immersive index by getting the ratio of display viewing area and 1/6 of the 360-degree FOV.
In theory,
Display Area 1 6 × 4 π R 2 = Immersive Index {displaystyle {frac {mbox{Display Area}}{{frac {1}{6}}times 4pi {mathsf {R}}^{2}}}={mbox{Immersive Index }}}
In practice, considering that the curved display cannot be made into a spherical shape, it is approximated by a cylinder instead.
Display Area 1 6 × ( 2 π R ) 2 = Immersive Index {displaystyle {frac {mbox{Display Area}}{{frac {1}{6}}times {bigl (}2pi {mathsf {R}}{bigr )}^{2}}}={mbox{Immersive Index }}}
In practice, considering that the curved display cannot be made into a spherical shape, it is approximated by a cylinder instead.
Applications [ edit ]
Virtual reality is most commonly used in entertainment applications such as video games, 3D cinema, dark rides and social virtual worlds. Consumer virtual reality headsets were first released by video game companies in the early-mid 1990s. Beginning in the 2010s, next-generation commercial tethered headsets were released by Oculus (Rift), HTC (Vive) and Sony (PlayStation VR), setting off a new wave of application development.[70] 3D cinema has been used for sporting events, pornography, fine art, music videos and short films. Since 2015, roller coasters and theme parks have incorporated virtual reality to match visual effects with haptic feedback.[48]
In social sciences and psychology, virtual reality offers a cost-effective tool to study and replicate interactions in a controlled environment.[71] It can be used as a form of therapeutic intervention. For instance, there is the case of the virtual reality exposure therapy (VRET), a form of exposure therapy for treating anxiety disorders such as post traumatic stress disorder (PTSD) and phobias.[72][73][74]
Virtual reality programs are being used in the rehabilitation processes with elderly individuals that have been diagnosed with Alzheimer's disease. This gives these elderly patients the opportunity to simulate real experiences that they would not otherwise be able to experience due to their current state. 17 recent studies with randomized controlled trials have shown that virtual reality applications are effective in treating cognitive deficits with neurological diagnoses.[75] Loss of mobility in elderly patients can lead to a sense of loneliness and depression. Virtual reality is able to assist in making aging in place a lifeline to an outside world that they cannot easily navigate. Virtual reality allows exposure therapy to take place in a safe environment.[76]
In medicine, simulated VR surgical environments were first developed in the 1990s.[77][78][79] Under the supervision of experts, VR can provide effective and repeatable training[80] at a low cost, allowing trainees to recognize and amend errors as they occur.[81]
Virtual reality has been used in physical rehabilitation since the 2000s. Despite numerous studies conducted, good quality evidence of its efficacy compared to other rehabilitation methods without sophisticated and expensive equipment is lacking for the treatment of Parkinson's disease.[82] A 2018 review on the effectiveness of mirror therapy by virtual reality and robotics for any type of pathology concluded in a similar way.[83] Another study was conducted that showed the potential for VR to promote mimicry and revealed the difference between neurotypical and autism spectrum disorder individuals in their response to a two-dimensional avatar.[84][85]
Immersive virtual reality technology with myoelectric and motion tracking control may represent a possible therapy option for treatment-resistant phantom limb pain. Pain scale measurements were taken into account and an interactive 3-D kitchen environment was developed bases on the principles of mirror therapy to allow for control of virtual hands while wearing a motion-tracked VR headset.[86] A systematic search in Pubmed and Embase was performed to determine results that were pooled in two meta-analysis. Meta-analysis showed a significant result in favor of VRT for balance.[87]
In the fast-paced and globalised business world meetings in VR are used to create an environment in which interactions with other people (e.g. colleagues, customers, partners) can feel more natural than a phone call or video chat. In the customisable meeting rooms all parties can join using the VR headset and interact as if they are in the same physical room. Presentations, videos or 3D models (of e.g. products or prototypes) can be uploaded and interacted with.[88] Compared to traditional text-based CMC, Avatar-based interactions in 3D virtual environment lead to higher levels of consensus, satisfaction, and cohesion among group members.[89]
U.S. Navy medic demonstrating a VR parachute simulator at the Naval Survival Training Institute in 2006
VR can simulate real workspaces for workplace occupational safety and health purposes, educational purposes, and training purposes. It can be used to provide learners with a virtual environment where they can develop their skills without the real-world consequences of failing. It has been used and studied in primary education,[90] anatomy teaching,[91][92] military,[93][94] astronaut training,[95][96][97] flight simulators,[98] miner training,[99] medical education,[100] architectural design,[citation needed] driver training[101] and bridge inspection.[102] Immersive VR engineering systems enable engineers to see virtual prototypes prior to the availability of any physical prototypes.[103] Supplementing training with virtual training environments has been claimed to offer avenues of realism in military[104] and healthcare[105] training while minimizing cost.[106] It also has been claimed to reduce military training costs by minimizing the amounts of ammunition expended during training periods.[104] VR can also be used for the healthcare training and education for medical practitioners.[107][108]
In the engineering field, VR has proved very useful for both engineering educators and the students. A previously expensive cost in the educational department now being much more accessible due to lowered overall costs, has proven to be a very useful tool in educating future engineers. The most significant element lies in the ability for the students to be able to interact with 3-D models that accurately respond based on real world possibilities. This added tool of education provides many the immersion needed to grasp complex topics and be able to apply them.[109] As noted, the future architects and engineers benefit greatly by being able to form understandings between spatial relationships and providing solutions based on real-world future applications.[110]
The first fine art virtual world was created in the 1970s.[111] As the technology developed, more artistic programs were produced throughout the 1990s, including feature films. When commercially available technology became more widespread, VR festivals began to emerge in the mid-2010s. The first uses of VR in museum settings began in the 1990s, seeing a significant increase in the mid-2010s. Additionally, museums have begun making some of their content virtual reality accessible.[112][113]
Virtual reality's growing market presents an opportunity and an alternative channel for digital marketing.[114] It is also seen as a new platform for e-commerce, particularly in the bid to challenge traditional "brick and mortar" retailers. However, a 2018 study revealed that the majority of goods are still purchased in physical stores.[115]
In the case of education, the uses of virtual reality have demonstrated being capable of promoting higher order thinking,[116] promoting the interest and commitment of students, the acquisition of knowledge, promoting mental habits and understanding that are generally useful within an academic context.[117]
A case has also been made for including virtual reality technology in the context of public libraries. This would give library users access to cutting-edge technology and unique educational experiences.[118] This could include giving users access to virtual, interactive copies of rare texts and artifacts and to tours of famous landmarks and archeological digs (as in the case with the Virtual Ganjali Khan Project).[119]
Starting in the early 2020s, virtual reality has also been discussed as a technological setting that may support people's griefing process, based on digital recreations of deceased individuals. In 2021, this practice received substantial media attention following a South Korean TV documentary, which invited a griefing mother to interact with a virtual replica of her deceased daughter.[120] Subsequently, scientists have summarized several potential implications of such endeavours, including its potential to facilitate adaptive mourning, but also many ethical challenges.[121][122]
Growing interest in the metaverse has resulted in organizational efforts to incorporate the many diverse applications of virtual reality into ecosystems like VIVERSE, reportedly offering connectivity between platforms for a wide range of uses.[123]
Concerts [ edit ]
On October 24, 2021, Billie Eilish performed on Oculus Venues. Pop group Imagine Dragons will perform on June 15, 2022.
Concerns and challenges [ edit ]
Health and safety [ edit ]
There are many health and safety considerations of virtual reality. A number of unwanted symptoms have been caused by prolonged use of virtual reality,[124] and these may have slowed proliferation of the technology. Most virtual reality systems come with consumer warnings, including: seizures; developmental issues in children; trip-and-fall and collision warnings; discomfort; repetitive stress injury; and interference with medical devices.[125] Some users may experience twitches, seizures or blackouts while using VR headsets, even if they do not have a history of epilepsy and have never had blackouts or seizures before. One in 4,000 people, or .025%, may experience these symptoms. Motion sickness, eyestrain, headaches, and discomfort are the most prevalent short-term adverse effects. In addition, because of the virtual reality headsets' heavy weight, discomfort may be more likely among children. Therefore, children are advised against using VR headsets.[126] Other problems may occur in physical interactions with one's environment. While wearing VR headsets, people quickly lose awareness of their real-world surroundings and may injure themselves by tripping over, or colliding with real-world objects.[127]
VR headsets may regularly cause eye fatigue, as does all screened technology, because people tend to blink less when watching screens, causing their eyes to become more dried out.[128] There have been some concerns about VR headsets contributing to myopia, but although VR headsets sit close to the eyes, they may not necessarily contribute to nearsightedness if the focal length of the image being displayed is sufficiently far away.[129]
Virtual reality sickness (also known as cybersickness) occurs when a person's exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms.[130] Women are significantly more affected than men by headset-induced symptoms, at rates of around 77% and 33% respectively.[131][132] The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy.[133] For example, Nintendo's Virtual Boy received much criticism for its negative physical effects, including "dizziness, nausea, and headaches".[134] These motion sickness symptoms are caused by a disconnect between what is being seen and what the rest of the body perceives. When the vestibular system, the body's internal balancing system, does not experience the motion that it expects from visual input through the eyes, the user may experience VR sickness. This can also happen if the VR system does not have a high enough frame rate, or if there is a lag between the body's movement and the onscreen visual reaction to it.[135] Because approximately 25–40% of people experience some kind of VR sickness when using VR machines, companies are actively looking for ways to reduce VR sickness.[136]
In January 2022 The Wall Street Journal found that VR usage could lead to physical injuries including leg, hand, arm. and shoulder injuries.[137] VR usage has also been tied to incidents that resulted in neck injuries,[138] and death.[139]
Children in virtual reality [ edit ]
The relationship between virtual reality and its underage users is controversial and unexplored. In the meantime, children are becoming increasingly aware of VR, with the number in the USA having never heard of it dropping by half from Autumn 2016 (40%) to Spring 2017 (19%).[140]
Valeriy Kondruk, CEO of VR travel platform Ascape, says the app downloads in March 2020 increased by 60% compared to December 2019 and doubled in comparison with January 2020. According to Kondruk, normally, the busiest month for VR companies is December, which is associated with winter holidays and people spending more time at home.[141]
In early 2016, virtual reality headsets became commercially available with offers from, for example, Facebook (Oculus), HTC and Valve (Vive) Microsoft (HoloLens), and Sony (Morpheus). At the time and to this day, these brands have different age instructions for users, e.g. 12+ or 14+, this indicates a completely self-regulatory policy.[142]
Studies show that young children, compared to adults, may respond cognitively and behaviorally to immersive VR in ways that differ from adults. VR places users directly into the media content, potentially making the experience very vivid and real for children. For example, children of 6–18 years of age reported higher levels of presence and "realness" of a virtual environment compared with adults 19–65 years of age.[143]
Studies on VR consumer behavior or its effect on children and a code of ethical conduct involving underage users are especially needed, given the availability of VR porn and violent content. Related research on violence in video games suggests that exposure to media violence may affect attitudes, behavior, and even self-concept. Self-concept is a key indicator of core attitudes and coping abilities, particularly in adolescents.[144] Early studies conducted on observing versus participating in violent VR games suggest that physiological arousal and aggressive thoughts, but not hostile feelings, are higher for participants than for observers of the virtual reality game.[145]
Experiencing VR by children may further involve simultaneously holding the idea of the virtual world in mind while experiencing the physical world. Excessive usage of immersive technology that has very salient sensory features may compromise children's ability to maintain the rules of the physical world, particularly when wearing a VR headset that blocks out the location of objects in the physical world. Immersive VR can provide users with multisensory experiences that replicate reality or create scenarios that are impossible or dangerous in the physical world. Observations of 10 children experiencing VR for the first time suggested that 8-12-years-old kids were more confident to explore VR content when it was in a familiar situation, e.g. the children enjoyed playing in the kitchen context of Job Simulator, and enjoyed breaking rules by engaging in activities they are not allowed to do in reality, such as setting things on fire.[140]
Privacy [ edit ]
The persistent tracking required by all VR systems makes the technology particularly useful for, and vulnerable to, mass surveillance. The expansion of VR will increase the potential and reduce the costs for information gathering of personal actions, movements and responses.[48] Data from eye tracking sensors, which are projected to become a standard feature in virtual reality headsets,[146][147] may indirectly reveal information about a user's ethnicity, personality traits, fears, emotions, interests, skills, and physical and mental health condition.[148]
Conceptual and philosophical concerns [ edit ]
In addition, there are conceptual and philosophical considerations and implications associated with the use of virtual reality. What the phrase "virtual reality" means or refers to can be ambiguous. Mychilo S. Cline argued in 2005 that through virtual reality, techniques will be developed to influence human behavior, interpersonal communication, and cognition.[149][150][151]
Virtual reality in fiction [ edit ]
See also [ edit ]
References [ edit ]
Further reading [ edit ]