VIRTUAL REALITY

Codecademy Central India | VIT B
6 min readJul 22, 2021

Virtual reality (VR) refers to a computer-generated simulation during which an individual can interact within a man-made three-dimensional environment using electronic devices, like special goggles with a screen or gloves fitted with sensors. The recent emergence of the low cost virtual reality or the VR technologies — like the Oculus Rift, the HTC Vive and the Sony PlayStation VR — and Mixed Reality Interfaces (MRITF) — like the Hololens — is alluring the attention of users and researchers suggesting it may be the next largest stepping stone in technological innovation. “It’s a really different thing: How does one share opinion and not just share visualization?”

Let’s talk about the VR history, how it has emerged from years. The history of VR technology is a way longer than it may seems to us: the concept of VR was formulated in the 1960s and the very first commercial VR tool was appeared in the late 1980s. The very first use of the term “virtual reality,” was first used in the mid-1980s by Jaron Lanier, founder of VPL Research, began to develop the gear, including goggles and gloves, needed to experience what he called “virtual reality.”

Data structures are explored for several domains of computer applications so as to make sure efficiency within the data store and retrieval. Three-dimensional interactive environments offered by techniques of computer game require operations of loading and manipulating objects in real time, where realism and reaction time are two important requirements. VR attempts to immerse the user’s senses so that the virtual representation of life is as close to reality as possible. The use of three-dimensionality and interaction in real time makes VR a good more attractive proposition for training and simulations in health area, once it gives the user the likelihood of exploring and repeating several different procedures with none wear and material maintenance costs. Obtaining realism in this type of system requires the use of models with appropriate colors, textures and lighting, as well as high resolution. The present work discusses the evolution and changes over the time of the utilization of VR within the main areas of application with a stress on the longer term expected VR’s capacities, increases and challenges. We conclude considering the disruptive contribution that VR/AR/MRITF are going to be ready to get in scientific fields, also in human communication and interaction, as already happened with the arrival of mobile phones by increasing the utilization and therefore the development of scientific applications (e.g., in clinical areas) and by modifying the social communication and interaction among people.

The analysis of the literature on VR shows a posh panorama. initially sight, consistent with the document-type statistics from the online of Science (WoS), proceedings papers were used extensively as outcomes of research, comprising almost 48% of the entire (10,392 proceedings), with an identical number of articles on the topic amounting to about 47% of the entire of 10, 199 articles. However, if we consider only the last 5 years (7,755 articles representing about 36% of the total), things changes with about 57% for articles (4,445) and about 33% for proceedings (2,578). Thus, it’s clear that VR field has changed in areas aside from at the technological level.

Virtual reality is most commonly used in entertainment applications such as video games, 3D cinema, 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. 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.

In social sciences and psychology, computer game offers an economical tool to review and replicate interactions during a controlled environment. 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.

The relationship between computer game and its underage users is controversial and unexplored. within the meantime, children are getting increasingly conscious of VR, with the amount within the USA having never heard of it dropping by half from Autumn 2016 (40%) to Spring 2017 (19%).

“The incredible thing about the technology is that you simply desire you’re actually present in another place with people. People that try it say it’s different from anything they’ve ever experienced in their lives.”

The military within the UK and therefore the US have both adopted the utilization of computer game in their training because it allows them to undertake an enormous range of simulations. VR is employed altogether branches of service: the military, navy, air force, marines and coast guard. During a world where technology is adopted from an early age and youngsters are familiar with video games and computers, VR proves an impact method of coaching. VR can transport a trainee into variety of various situations, places and environments for a variety of coaching purposes. The military uses it for flight simulations, battlefield simulations, medic training, vehicle simulation and virtual camp , among other things. VR may be a completely immersive, visual and sound-based experience, which may safely replicate dangerous training situations to organize and train soldiers, without putting them in danger until they’re ready for combat. Likewise, it also can be wont to teach soldiers some softer skills, including communication with local civilians or international counterparts when call at the sector. Another of its uses includes treating Post-Traumatic Stress Disorder (PTSD) for soldiers who have returned from combat and wish help adjusting to normal life situations; this is often referred to as computer game desensitization technique (VRET). A key benefit for using computer game technology within the military is that the reduction in costs for training.

Due to its interactive nature, medical and dental students have begun using VR to practice surgeries and procedures, allowing a consequence free learning environment; the danger of inflicting harm or making an error while practicing on real patients is eliminated. Virtual patients are wont to allow students to develop skills which may later be applied within the world . Using VR technology within the medical industry is an efficient thanks to not only improve the standard of scholars in training but it also presents an excellent opportunity to optimise costs, especially since health services are continuously struggling with tight budgets.

VR uses for education don’t stop at the military or medical field, but reach schools with computer game also adopted in education for teaching and learning situations. Students are ready to interact with one another and within a three-dimensional environment. They will even be taken on virtual field trips, for instance, to museums, taking tours of the system and going back in time to different eras. Computer games are often particularly beneficial for college kids with special needs, like autism. Research has found that VR are often an interesting platform to securely practice social skills for youngsters, including those with Autism Spectrum Disorders (ASD). Technology Company, Floreo, has developed computer game scenarios that allow children to find out and practice skills like pointing, making eye contact and building social connections. Parents also can follow along and interact by employing a linked tablet.

©Mohd. Mohsin Khan🌺,Virtual Reality

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