Blurring the lines between authentic and simulated experiences, virtual reality technology presents some of the most compelling new changes in the field of computing. The ability to transport someone to a digital world outside time and space is something that science fiction writers and tech wizards alike have been dreaming of for centuries. And while the technology itself is far from maturity, recent advances in the space have many new companies considering its almost limitless potential.
When Facebook acquired Oculus for a whopping $2 billion USD last year, it instantly became clear that the tech world was willing to seriously invest in the development of truly “immersive” digital experiences. And while virtual reality programs – also called VR – have largely gotten their start in the video game industry, the concept of immersive technology cannot be contained to the gaming sphere alone. Beyond gaming, VR tools can be used to bring new experiences to young students in the classroom, they can help train pilots, surgeons, and others in specialized professions, and, by simulating certain social situations, even help those with certain psychological problems or persistent neuroses.
Electronic Entertainment Expo 2015
At this year’s Electronic Entertainment Expo (otherwise know as the E3) in Los Angeles, we were able to see some of the hype surrounding virtual reality products firsthand. While these devices were primarily related to the world of video gaming, their sophisticated hardware hinted at what’s to come in the realm of virtual and “augmented” reality more broadly. Commenting from the E3 show was Sean McGowan, an analyst at the investment firm Oppenheimer & Co. According to him, “The videogame business isn’t just about console games anymore. Consumers are experiencing digital entertainment in more ways than just sitting in front of a box in the living room.” Here’s a look at what else we saw at the E3 event:
Oculus Rift:
Oculus, the company responsible for jumpstarting the latest VR trend, had on hand its “Oculus Touch” controllers, which simulate the user’s hands in various environments. The company also displayed its consumer model at the event and a selection of eight Oculus Rift game demos for participants to try. Many game lovers have been waiting since 2012 for a finalized design, and with improved ergonomics and an assortment of immersive game options, this was the product that stole the show.
Microsoft HoloLens:
An “untethered” holographic computer, the VR product from Microsoft takes a different approach to VR. Rather than marketing the product specifically to the gaming community, the company is positioning it to appeal to specific business markets – engineers, designers, educators, etc. At the E3 event, visitors were able to interact with the device via Xbox One and the game Halo 5: Guardians. While the hardware’s limited view has been a major complaint, the gesture controls and spacial sound capabilities promise bigger and better things as the device itself improves.
Project Morpheus:
A virtual reality headset configured to work with the Sony PlayStation 4 console; the event showcased a slew of new gaming options for the device. Using a combination of the PlayStation controls (like the “sharp shooter” gun) participants could test out numerous immersive game demos. According to Shuhei Yoshida, President of Sony’s Worldwide Studios, superior game offerings are where Sony hopes to shine. “We need to convince PS4 owners to spend several hundred dollars to purchase a Morpheus headset, on top of the PS4 they already have” he said. “And more gaming content is what will convince them.”
Additional Applications
The games and headsets are just the tip of ideas swirling in the VR space. According to KZeroWorldswide, a U.K. consulting firm, the market for virtual reality could be valued at more than $5 billion by 2018. Applications for the use of this technology span across all industries. In education, initial trials involved the Oculus have shown that children are keen to its use, regardless of various learning or cognitive disabilities. More meditative and calming game programs have proved conducive to helping children with autism and anxiety issues.
VR has further medical efficacy when it comes to providing cognitive behavioral therapies for adults. “Anxiety disorders and phobias are a real problem that affects one in 60 people in the US. Studies have proved that virtual reality therapy can be as effective as in-vivo exposure – being exposed to real heights, for instance – or imaginary exposure”, said Fernando M Tarnogol, who is currently in the process of establishing an Anxiety Management Virtual Reality Platform.
The ability to “travel” to virtual spaces also opens new doors for those in the real estate market, who could give virtual tours of home properties to prospective buyers. And while the military has been using VR to train enlistees for years, police officers and surgeons are also beginning to use immersive virtual tools to train for scenarios that are dangerous “IRL.” Even further, many companies in the home security and design space are interested in this technology. However, the trend will likely go “mainstream” once major entertainment companies begin to invest and utilize it. With Steven Spielberg joining the list of those set to pioneer the use of VR in Hollywood, we could see a multitude of immersive entertainment opportunities in the coming years ahead.
Virtual reality allows us to step outside ourselves and be whomever it is we are in our imaginations. While gaming continues to dominate the immediate future of these new technologies, as it transcends mere curiosity, we might expect to find ourselves living in a futurist’s fantasy.