Recently travel between the real world and the virtual world of Pokémon with Pokémon GO for iPhone and Android devices has become a craze of entertainment with masses all over the world but with many serious life safety threats. Emergence of virtual reality use in daily life activities has put a great concern towards it cautious use. Virtual reality is an artificial environment created by the combination of hardware devices and software. In this artificial world, the user can navigate the 3D simulation, interact with objects, and be immersed completely in that environment. Though virtual reality is still emerging, it is not an entirely new technology. This technology was initiated in the 1960s, when a team of engineers developed a head mounted display device comprising video display and tracking system. Eventually, with the development of better software, hardware, and motion-control and tracking technologies, virtual reality technology has advanced further. Today, technologically advanced virtual reality devices such as head mounted displays, virtual reality googles, data gloves, gesture tracking devices, projectors, and display walls offer best virtual environment experiences to users. Initially used in entertainment and aerospace & defense applications, the virtual reality technology is now being used in gaming, industrial, medical, retail and marketing, education, and many other applications.
Technology status
Virtual reality or virtual realities (VR), which can be referred to as immersive multimedia or computer-simulated reality, replicates an environment that simulates a physical presence in places in the real world or an imagined world, allowing the user to interact in that world. Virtual realities artificially create sensory experiences, which can include sight, touch, hearing, and smell. The virtual reality technology is mainly segmented into semi-immersive and fully-immersive technologies. In semi-immersive technology, the user can interact and experience both the real and virtual world at the same time. In fully-immersive technology, the user is completely immersed in the virtual world. The virtual reality technology can be further segmented on the basis of devices such as head mounted displays, gesture tracking devices such as data gloves, treadmills, controllers, and others, and projectors and display walls. The virtual reality market is also segmented on the basis of technology components, namely, hardware components such as semiconductors, sensors, and displays, and software. Most up-to-date virtual realities are displayed either on a computer screen or with special stereoscopic displays, and some simulations include additional sensory information and focus on real sound through speakers or headphones targeted towards VR users. Some advanced haptic systems now include tactile information, generally known as force feedback in medical, gaming and military applications. Furthermore, virtual reality covers remote communication environments which provide virtual presence of users with the concepts of telepresence and telexistence or a virtual artifact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove or omnidirectional treadmills. The simulated environment can be similar to the real world in order to create a lifelike experience—for example, in simulations for pilot or combat training-or it can differ significantly from reality, such as in VR games.
Development scenario
Several major technology and gaming companies have invested years of research and development into coming up with a virtual reality solution of their own. It is estimated that augmented/Virtual Reality to hit $150 billion disrupting mobile by 2020. What really stands out are the findings related to how virtual reality will affect the shopping experience. A staggering 35% of those participating in the survey shared that they feel virtual reality will make online shopping easier by allowing them to experience a more “realistic feel” of the product. Furthermore, 22% say that a virtual reality headset will make them less likely to visit shops in-person. What these findings demonstrate more than anything is that there’s a much higher interest in virtual reality than one might think, whether for gaming, entertainment, or commercial applications. Its adoption rate could be surprisingly high, which would support why so many corporations are entering the space. This global interest in virtual reality doesn’t appear to be just a phase that’ll go away in a matter of months. So early on the key could be to integrate virtual reality support in games that can be played with reasonable results without it. That way there’s a larger install base that can purchase and enjoy the game, while those with headsets can get the most out of it. Meanwhile, indie developers can make smaller, more bite-sized experiences that do a better job of demonstrating what virtual reality is capable of. Then, if the install base grows enough to warrant a AAA virtual reality experience, the big players can make a move.
Here are some key points of growth in times to come:
- Virtual Reality (VR) headsets are debuting on the consumer market and set to launch an advanced and immersive content platform. We estimate shipments of VR headsets will grow at a swift 99% compound annual growth rate between 2015 and 2020
- VR shipments will create a $2.8 billion hardware market by 2020,up from an estimated $37 million market this year
- VR headsets are a fairly low-cost consumer electronics category, and this will help drive adoption. The devices will be priced similarly to smartwatches and also need to pair with another standalone computing device
- Demand for VR headsets will be fueled by gaming on both mobile and console devices. There are 1.2 billion gamers worldwide, including nearly 1 billion mobile gamers alone. This creates a direct, addressable market for VR headsets
- Beyond gaming, VR will be an important platform for streaming content and even shopping.
Advantages and disadvantages of Virtual Reality:
Virtual reality is used every day in a number of fields, from physical therapy to entertainment. As much as the advantages of what the technology might one day achieve are, the disadvantages of virtual reality will need to be considered, as well. Some aspects, such as the technology that is used, pose significant problems to developers and cause restrictions in attempts at widespread use and distribution. Other concerns deal with the software implementation of virtual environments and the limits of what can and cannot be achieved. Finally, there are concerns about the social impact that immersive environments can have on people, as well as the psychological effects of prolonged usage. Some its advantages and disadvantages are mentioned as:
Advantages:
- Virtual reality creates a realistic world
- It enables user to explore places
- Through Virtual Reality user can experiment with an artificial environment
- Virtual Reality make the education more easily and comfort
- Many different fields can use VR as a way to train students without actually putting anyone in harm’s way. This includes the fields of medicine, law enforcement, architecture and aviation.
- VR also helps those that can’t get out of the house experience a much fuller life.
- VR also helps patients recover from stroke, phobias and other injuries. Doctors are using VR to help re-teach muscle movement such as walking and grabbing as well as smaller physical movements such as pointing. The doctors use the malleable computerized environments to increase or decrease the motion needed to grab or move an object. This also helps record exactly how quickly a patient is learning and recovering.
- VR makes tourism and visiting sites more easy by giving a detailed view of the original place, e.g. Virtual tour.
Disadvantages:
- The equipments used in virtual reality are very expensive
- It consists of complex technology
- In virtual reality environment we can’t move by our own like in the real world
- There are safety concerns about the misuse or excessive use of technology
- The problems of desensitization and Virtual criminality
Future of Virtual Reality
The biggest problem with virtual reality is its cost. In fact it’s that expensive that particular section of society is able to afford this type of set up. Others have to make do with a semi-immersive set up such as a pair of virtual reality glasses, low cost data glove and games console. But if it is the experience we want then this is a perfectly good way of doing so. But don’t expect the full, head mounted display (HMD), input device and high end graphics experience which usually comes with high end systems only. But like most forms of technology, the price will start to come down because affordable components and products becoming smaller and more accessible. As more of them become available this also drives down the price which places them within the reach of many more people than before. Further, use of nanotechnology as a means will allow us to push beyond the boundaries of the human body and enter into the digital world to become one with the virtual environment. Our brain would be uploaded into a computer system or network which would mean immortality. The reality of virtual reality (VR) at the moment is new advances in gaming technology which makes full use of virtual reality. This will hopefully lead to new types of games which push the boundaries as well as generating new experiences.
Precautions
- There are certain health and safety considerations of virtual reality. For example, a number of unwanted symptoms have been caused by prolonged use of virtual reality, and these may have slowed proliferation of the technology
- In addition, there are social, conceptual, and philosophical considerations with virtual reality
Acknowledgement:
I am indebted to my father and mentor Professor S.S. Verma who always motivates me to write on important topics of my field of interest.