Irving, TX
Virtual Reality (VR) immerses the user in a realistic, computer-generated environment using artificial intelligence (AI), software, and hardware to create a 3D environment for the user to interact with. Usually, this is made possible by using a VR headset or helmet.
Although the idea of an augmented world seems recent, the thought of living in a simulated, “fictional” reality was questioned in 1956 by Morton Heilig, a cinematographer in Hollywood. He was so fascinated by the idea of living in a movie instead of just watching it that, in 1962, he created a device called Sensorama that allowed users to smell, hear, see, and feel a bike ride through Brooklyn.
The multi-sensory simulation that allowed an immersive experience for the user proved to be one of the first VR machines created. The Sensorama and Telesphere Mask, a head-mounted display of VR by Heiling in 1960, inspired others to design worlds and create new realities. Building off Heilig’s work, inventors like Ivan Sutherland and Jaron Lanier began to develop more gear, theories, and plans regarding VR.
Since brave inventors took a crack at creating a new world from ours, VR has skyrocketed in advancements and growth. According to the International Data Corporation, total VR headset shipments are expected to grow 14% in 2023, reaching about 10.1 million units, and accelerate in the next four years. Although this will be a dip in numbers compared to previous years, as VR headsets are not too mainstream yet, VR is expected to continue growing as more companies promote this new reality.
Virtual Reality allows users to experience specific environments and situations without having to live them in real life. VR can be used in multiple fields of education to create memorable and engaging lessons, in the military to help treat PTSD, or even in engineering to review and manipulate products. Many users also experience a boost in serotonin as they are exposed to whatever reality they feel like living in, allowing users to see famous landmarks, beautiful countries, and more. With such a variety of purposes, we can see why VR is growing popular, especially among kids.
However, with the ability to experience a different world, there are harmful presences. Firstly, VR headsets are quite expensive, with prices reaching an average of $200 to $300 each. Secondly, because users experience a whole different world, many underage and of-age users are at risk of an addiction that may harm their mental and physical well-being. And with kids playing VR video games, they may miss out on skills that are necessary in the real world.
With every new advancement in technology comes positive and negative components. So, it does not matter as much whether VR is “good” or “bad,” but how much VR a user should rely on it and whether the cost is worth it. To better understand VR, let us look at the SparkNotes version of the behind-the-scenes VR headset.
VR headsets provide the user with 3D visuals distorted through lenses between the headset and eyes, spatial audio, several sensors that track head movement, and controllers that allow the user to interact with the virtual world. The lenses are stereoscopic because of the psychological concept of stereopsis, which enhances how the human eye perceives depth due to the horizontal differences each eye receives.
Overall, virtual technology has the potential to transform the way we interact with digital content. As technology continues to enhance with increasing accessibility, we can expect to see even more innovative applications of VR in the future.
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