What is Virtual Reality (VR)?
Virtual Reality(VR) is the use of computer technology to create a simulated three dimensional (3D) environment with settings and components which looks real, enabling the user to feel like they are immersed into the surroundings and also enabling them to socialize and delve into the virtual environment in such a way that is just the same as reality as it is discerned through the senses of the user.
This simply means that instead of viewing from the screen, users are immersed in and able to interact with the 3D environment. This environment is created with software and hardware computers.
Visual Reality programs immerse the user’s reality through the use of interactive devices which are worn as goggles, headsets, gloves, or bodysuits to send and receive information. These interactive devices are actually used to stimulate our senses together in order to create the illusion of reality.
The illusion of being there is called telepresence. It is as a result of motion sensors which picks up the user’s movements and adjusts the view on the screen accordingly, which usually is in real time i.e immediately the user’s movement takes place.
Hence, a user can go round a simulated set of rooms while experiencing changing point of views and perspectives which are convincingly related to his head turnings and steps. Wearing gloves equipped with force-feedback devices that provide the sense of touch, the user can easily pick up and manipulate objects that he sees in the virtual environment.
History of Virtual Reality
Virtual Reality has a longer history that most people know. Virtual Reality is actually in its second generation and it is counted on to have a greater appeal to users be it personal and companies, compared to the previous generation.
Virtual Reality has developed greatly over the past five years. These improvements are for both the hardware and software side. But there are still issues like latency, nausea feelings from users, high prices, and underdeveloped ecosystems have been the barrier cause of widespread adoption. Virtual Reality companies are now using AI and cloud based technologies greatly to develop stronger ecosystems. And with the arrival of 5G, it is promising to address the latency and nausea issues.
The first Virtual Reality head-mounted display (HMD) system called “The Sword of Damocles”, was invented by a computer scientist named Ivan Sutherland and his student Bob Sproull in the year 1968. But the term “virtual reality” was popularized by Jaron Lanier in the 1980s. Ten years later, Virtual Reality was used for training and simulation by the US military and also the National Aeronautics and Space Administration (NASA). By the early 1990’s mass production of virtual reality systems had begun, led by Virtuality, which opened devoted VR arcades.
In the year 2010, VR devices came to light with the introduction of the PC-connected Oculus Rift prototype. Between the year 2014 and 2017, the market progressed from PC-tethered headsets to console-tethered headsets and mobile-tethered headsets. The untethered headsets like Oculus Go, Lenovo Mirage Solo, and HTC Vive Focus which arrived in 2018, making virtual reality an independent platform.
Here is a summary of the history of Virtual Reality
1956 – Sensorama, which is one of the earliest VR systems, was invented.
1968 – The Sword of Damocles, which is the first VR HMD, was created.
1977 – The Aspen Movie Map, which was developed at MIT, enabled users to take a virtual tour of Aspen in Colorado.
1984 – Jaron Lanier founded Visual Process Language(VPL) Research, which was one of the first companies to develop and sell VR products.
1991 – Virtuality, the first VR arcade machine, was introduced.
1994 – Sega introduced its VR-1 motion simulator in its SegaWorld arcades.
2007 – Google introduced Street View, which provides panoramic views of locations.
2010 – The first prototype of the Oculus Rift headset was designed by an American teenager named Palmer Luckey.
2014 – Facebook CEO Mark Zuckerberg acquired Oculus for $2bn.
2014 – Sony announced the launch of Project Morpheus, a VR headset for its PS4 console.
2015 – Apple awarded the patent for a head-mounted display(HMD) apparatus.
2015 – Google launched Cardboard, which uses a head mount to turn a smartphone into a VR device.
2015 – Samsung launched the Gear VR headset.
2015 – The HTC Vive headset, which was developed by HTC and Valve, was unveiled at Mobile World Congress.
2016 – The first generation Oculus Rift device was released.
2016 – Sony’s introduced PlayStation Virtual Reality (PSVR).
2017 – Microsoft launched the Xbox One X, its Virtual Reality-ready games console and headset.
2018 – Facebook revealed camera-loaded glasses optimized for ‘social Virtual Reality’.
2018 – Facebook released its untethered Oculus Go headset.
2018 – Lenovo’s Mirage Solo, the first headset running Google Daydream, became available.
2019 – Sony announced that it had sold more than four million PSVR headsets.
2021 – More than 85 million VR headsets will be in use in China, according to PwC.
It is proposed that by 2023, Cloud-based Virtual Reality gaming will increase in prominence, and would be supported by the 5G networks. According to GlobalData forecasts by 2030, VR will be a 28 billion dollar market.
What are the Types of Virtual Reality?
Virtual Reality still has a long way to go before it realizes its vision of a complete immersive environment that can allow users to engage multiple sensors in a way that is the same as reality. But virtual reality technology has really come a long way in providing real sensory engagement and is promising for business use in a great number of industries.
Virtual Reality systems can vary from one type to the next, depending on their purpose and the technology used. But generally they fall into three categories.
Non-Immersive Virtual Reality
This type of virtual reality is typically referred to as a 3D simulated environment that is accessed through a computer screen. This type of virtual reality is often overlooked as VR because it’s so common. Non-immersive virtual reality technology themes a computer-generated virtual environment where the user concurrently remains aware and controlled by their physical environment. The user has some control over the virtual environment using a keyboard, mouse or other device, but the environment does not interact directly with the user. The environment may also generate sound, depending on the program. Video games are a good example of non-immersive virtual reality since it is a website which allows the user to design the room decor.
Semi-Immersive Virtual Reality
This type of virtual reality provides a partial virtual experience that is accessed through a computer screen or some type of glasses or headset. It provides an experience partially based in a virtual environment. Its primary focus is on the visual part of 3D virtual reality and does not comprise physical movement in the way that full immersion does. This type of VR is good for educational and training purposes with graphical computing and large projector systems. A good example which is used by airlines and militaries to train their pilots.
Full-Immersive Virtual Reality
This type of Virtual Reality gives the greatest level of virtual reality. It completely immerses the user in the simulated 3D world. This type of Virtual Reality generates the most realistic simulation experience. It comprises sight, sound and touch in some cases. There have even been some experiments with the addition of smell. Users wear special equipment such as helmets, goggles or gloves and are able to fully interact with the environment. The environment might also include such equipment as treadmills or stationary bicycles to provide users with the experience of moving through the 3D environment.
Full-immersive VR technology is a field still in its infancy. Right now, there are no full-immersive VR technologies, but with how swift technology is moving they may be right around the corner. Car racing games are an example of immersive virtual reality that gives the user the sensation of speed and driving skills. Full-immersive VR technology has made important inroads into the gaming industry and to some extent the healthcare industry. and it’s generating a great deal of interest in others. It is majorly developed for gaming and other entertainment purposes but VR’s use in other sectors is increasing.
Virtual reality is often associated with gaming because it is the industry that has been at the forefront of VR technology which is popular for products such as Beat Saber, Minecraft VR and Skyrim VR. Even so, there has been a growing interest in the use of VR across a number of other areas.
The simplest form of virtual reality is a 3D image that can be explored interactively through a personal computer. By manipulating keys or the mouse so that the image moves from one direction to another or zooms in or out. Advanced virtual reality involves approaches such as wraparound display screens, physical rooms augmented with wearable devices, or haptic devices that let users feel the virtual images.