The History and Future of Virtual Reality
2017 might be a key year in the virtual reality industry. Multiple consumer devices that seem to finally answer the unfulfilled promises made by virtual reality in the 1990s have come to market now.
Photo Credit : photo credit: vrworld via vrworld.com,
While using the keyboard or any keypad for converting games to last moment victories, the chances that you have stumbled upon virtual reality (VR) [VS1] are very high. These games immerse the users completely. Due to amplification of engrossment, the user feels like he is a part of this virtual world. Using head-mounted devices and high quality sound equipment, these games create high involvement in the virtual world and make it feel like real life. The concept of VRhas been used for medical, entertainment, and military purposes apart from gaming.
What is Virtual Reality?
Virtual reality can be characterized as an up and coming innovation that makes users feel like they are in a Virtual Environment (VE) by utilizing computer equipment and programming. It was initially considered as a carefully made space that people could access by wearing gear that empowers individuals to manage data effortlessly. VR gives an alternate approach to see and experience data, one that is dynamic and quick. A mimicked, three-dimensional world is made around the user in which he/she can interface with entities, individuals, and situations. Numerous gadgets alongside computers are utilized to make a virtual domain.
To enter a VE, the user wears special gloves, headphones, and goggles, all of which send their output to the computers. The virtual environments supplant this present reality condition with the advanced one and human faculties are drenched in the VE[VS2] . Involvement is losing oneself in the VE and closing out all signals from the physical world. A VE can be on various degrees – from a mobile phone screen to a desktop screen or a completely Immersive Virtual Environment (IVE).
The whole process becomes more immersive and interactive than traditional media like televisions and video games. The user’s actions results in immediate and observable impact on the content of virtual environment. The following are the main components of a virtual environment:
1. The visual presentations that inundate the user in the virtual world and shut out opposing tangible impressions from the current reality
2. The design-rendering framework that produces continually changing pictures at 20 to 30 outlines for each second
3. A following framework that constantly notifies the position and alignment of the user's developments
4. The database development and upkeep framework to construct and keep a point-by-point convincing model of the virtual world
5. A sound framework that can
6. Gadgets like gloves with pushbuttons to enable clients to determine their connections with the virtual entities
How Virtual Reality Works
The working of a more immersive virtual reality environment is quite similar to working of games. A number of advanced input and output devices, along with a high performance processor are added to increase the immersion. The processor executes the processes quickly according to the input given by the user, and output is presented to the user in a way that user feels part of the environment and its objects.
The History of Virtual Reality
Most virtual reality programs attempt at creating an engaging and immersive visual experience for their users. Though we regularly experience virtual reality today, it has been around for since the 1950s.[VS3]
During that period, a cinematographer named Morton Heilig attempted to stimulate[TM4] [SB5] the different senses which gave birth to the idea of what we know today as virtual reality. He made use of a machine called Sensorama which included moving chairs and odor meters to provide a visual treat to the audience.
During the 1980s and 1990s, virtual reality experiences started to become available. With evolving graphics in video games during that time, it was part of consoles like the PlayStation. As of today, Sony PS4 and Xbox One make use of these cutting-edge graphics to simulate reality.
The Future of Virtual Reality
2017 is very likely to be a key year for the virtual reality industry. Multiple consumer devices that finally fulfill the heady promises made by virtual reality in the 1990s, have come to market now. These include the revolutionary Oculus Rift, which was purchased by social media giant Facebook in 2014 for the astounding sum of $2 billion. This is an incredible vote of confidence in where the industry is set to go. Exciting times are ahead indeed!
[VS1]Abbreviation wasn’t introduced first.
[VS2]Why capitalized full form over and over again?
[TM4]Simulate or stimulate?
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